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GAMES 






THE MACMILLAN COMPANY 

NEW YORK • BOSTON • CHICAGO 
ATLANTA • SAN FRANCISCO 

MACMILLAN & CO., Limited 

LONDON • BOMBAY • CALCUTTA 
MELBOURNE 

THE MACMILLAN CO. OF CANADA, Ltd. 

TORONTO 



I 




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GAMES 



FOR 



THE PLAYGROUND, HOME, SCHOOL 
AND GYMNASIUM 



JESSIE H/ BANCROFT 

ASSISTANT DIRECTOR PHYSICAL TRAINING, PUBLIC SCHOOLS, NEW YORK CITY; 
EX-SECRETARY AMERICAN PHYSICAL EDUCATION ASSOCIATION; 
MEMBER AMERICAN ASSOCIATION FOR THE ADVANCE- 
MENT OF SCIENCE; AUTHOR OF " SCHOOL 
GYMNASTICS," ETC., ETC, 



"Nfoi gork 

THE MACMILLAN COMPANY 

1909 

All rights reserved 






-u^ 



Copyright, 1909, 
By the MACMILLAN COMPANY. 



Set up and electrotyped. Published December, 1909. 



J. 8. Gushing Co. — Berwick & Smith Co. 
Norwood, Mass., U.S.A. 



©Cf.A252806 



TABLE OF CONTENTS 

PAGE 

Introduction . . . . . . . . • . . i 

To THE Teacher of Games . . . . . . . .26 

Counting-out; Choosing Sides; Who's "It"? . . . .35 

Miscellaneous Active Games 43 

Quiet Games 211 

Feats and Forfeits '". 243 

Singing Games . 259 

Balls and Bean Bags 295 

a. Specifications for Balls, Bean Bags, and Marking Grounds, etc. 297 

b. Bean Bag and Oat Sack Games ...... 303 

c. Ball Games 319 

INDEXES 

Games for Elementary Schools, First to Eighth Years . . 427 

Games for High Schools 433 

Games for Playgrounds, Gymnasiums, and Large Numbers . 435 

Games for Boys' and Girls' Summer Camps .... 440 

a. Active Games . . . 440 

b. Quiet Games 442 

House-party and Country-club Games 444 

a. Active Games . . . . . ^ . . . . 444 

b. Quiet Games 445 

Games for Children's Parties ....... 446 

a. Active Games 446 

b. Quiet Games • • . . . 447 

Seashore Games 449 

Alphabetical Index 451 



LIST OF ILLUSTRATIONS 

Ring a' Roses * . . . Frontispiece 

FACING PAGE 

All-up Relay Race 45 

Buying a Lock 58 

Catch-and-Pull Tug of War; a High School Freshman Class 60 

Forcing the City Gates 89 

How Many Miles to Babylon ? 108 

Jumping Rope on the Roof Playground of a Public School . 118 

Oyster Shell 143 

Pitch Pebble 147 

Prisoner's Base 158 

Rolling Target as played by the Hidatsa Indians, Fort Clark, 

North Dakota 169 

Snow Snake 182 

A City Playground 200 

Flower Match 220 

Skin the Snake 252 

Draw a Bucket of Water 263 

The Duck Dance ^. . . . 276 

Balls 297 

Captain Ball in a High School . 342 

Circle Stride Ball 358 

Drive Ball 375 

Ball Game on the Roof Playground of a Public School . 400 

Tether Ball 409 



Vll 



INTRODUCTION 



INTRODUCTION 

PURPOSE AND PLAN. — This book aims to be a practical guide 
for the player of games, whether child or adult, and for the teacher 
or leader of games. A wide variety of conditions have been con- 
sidered, including schools, playgrounds, gymnasiums, boys' and 
girls' summer camps, adult house parties and country clubs, 
settlement work, children's parties, and the environment of in- 
doors or out of doors, city or country, summer or winter, the 
seashore, the woodland, or the snow. The games have been col- 
lected from many countries and sources, with a view to securing 
novel and interesting as well as thoroughly tried and popular 
material, ranging from traditional to modern gymnasium and 
athletic games. An especial effort has been made to secure 
games for particular conditions. Among these may be mentioned 
very strenuous games for older boys or men ; games for the school- 
room; games for large numbers; new gymnasium games such as 
Nine Court Basket Ball and Double Corner Ball; games which 
make use of natural material such as stones, pebbles, shells, trees, 
flowers, leaves, grasses, holes in the sand or earih, and diagrams 
drawn on the ground. 

The description, classification, and arrangement of the games 
have been made with the steadfast purpose of putting them into 
the most workable form, easily understood, with suggestions for 
getting the most sport and playing value out of them, and with 
means of ready reference to any class of games for use under any 
of the conditions mentioned. The series of indexes which accom- 
plish this last-mentioned purpose make it possible to classify 
the games in many different ways, sparing the reader the neces- 
sity for hunting through much unrelated material to find that 

3 



4 Introduction 

suited to his conditions. The index for school? is essentially a 
graded course of study in games. 

The ball games requiring team play have been described accord- 
ing to an analytic scheme not before used for the class of games given 
in the present volume, which makes it possible to locate at a glance 
information about the laying out of the ground, the number, ssign- 
ment, and duties of players, the object of the game, rules and points 
of play, fouls, and score. The various kinds of balls are described 
with official specifications. Diagrams for all kinds of games have 
been supplied unsparingly, wherever it seemed possible to make 
clearer the understanding of a game by such means, and pictorial 
illustration has been used where diagrams were inadequate. The 
music for all singing games is given with full accompaniment. 
Suggestions for the teaching and conduct of games are given, with 
directions for floor formations. Means of counting out and choos- 
ing sides and players are described, and one section is devoted to 
forfeits. 

Under each of the main divisions chosen — miscellaneous active 
games, quiet games, singing games, bean-bag games, and ball 
games — the material has been arranged in alphabetic order to 
facilitate ready reference, although a general alphabetic index is 
appended. In short, the book aims to bring together all related 
material and every available device for making it readily accessible 
and easily understood. 

* * * 

SOURCES AND NATURE OF MATERIAL. — The material in this 
volume, aside from that accumulated through a long experience 
in the teaching and supervision of games, he been collected 
through (i) special original research, and (2) bibliographical 
research. The original research has been made among the 
foreign population of New York City, where practically the entire 
world is accessible, and in other sections of the United States. 
Original This has resulted in some entirely new games that 
research the writer has not found elsewhere a print. From 
among these may be mentioned the Greek Pebble Chase, 
the Russian Hole Ball, the Scotch Keep Mo^ * ^ the Danish 
Slipper Slap, and, from our own country, ong others^ 



Sources and Nature of Material 5 

Chickadee-dee from Long Island, and Hip from New Jersey. 
Entirely new w /s of playing games previously recorded have 
been found, amounting not merely to a variation but to a wholly 
new form. Such is the method here given for playing Babylon, 
a form gathered from two different Scotch sources. Another ex- 
ample > the game of Wolf, for which additional features have 
been fotind that add greatly to its playing value, especially the 
rule whereby the wolf, when discovered by the sheep who are 
hunting for him, shall take a jump toward the sheep before his 
chase after the^ begins ; or, should he discover them first, the 
requirement that they take three steps toward him before the 
chase begins. Such points add greatly to the sport of a game, and 
with the spoken formulas that accompany them form a rich find 
for both student and player. 

One may not well refer to the original research without mention 
of the charm of the task itself. It has been one of the sunniest, 
happiest lines possible to follow, attended invariably with smiling 
faces and laughter on the part of old or young, native or foreign, 
the peasant people or those more sophisticated. 

The bibliographical research has covered a wide field. Here- 
tofore the principal sources in English for the collector of games 
have been the invaluable and scholarly folklore Bibliographi- 
compilations of Mr. William Wells Newell {Songs and cal research 
Games of American Children) and Mrs. Alice B. and results 

^mme {Traditional Games in the Dictionary of British Folk Lore). 
I'he earlier British collection by Strutt {Sports and Pastimes of the 
English People) has also been a source of great value. In the 
United States considerable collecting and translating of games have 
from time to tir if been done by the physical training magazine, 
Mind and Body. For all modern athletic games an invaluable 
service has been rendered by Messrs. A. G. Spalding and Brothers 
in the publication, since 1892, of the Spalding Athletic Library, 
under the direction of Mr. A. G. Spalding and Mr. James E. 
Sullivan. The author is greatly indebted to all of these sources. 
In addition, huiidreds of volumes have been consulted in many 
fields including works of travel, reports of missionaries, etc. This 
has resulted i:^: -^ames from widely scattered sources, including 
European cot ;s, the Orient, the Arctic regions, and the North 



6 Introduction 

American Indians. While in such a mass of material there are 
some games that are found in almost all countries, so that one is 
continually meeting old friends among them, a very considerable 
harvest of distinctive material has been gathered, eloquent of 
environment, temperamental, or racial traits. Such, among many 
others, are the Japanese Crab Race ; the Chinese games of Forcing 
the City Gates, and Letting Out the Doves; the Korean games 
with flowers and grasses ; the North American Indian games of 
Snow Snake and Rolling Target; and the poetic game of the 
little Spanish children about the Moon and Stars, played in the 
boundaries marked by sunshine and shadow. 

But the object of the book has been by no means to present 
only novel material. There is an aristocracy of games, classic 
Standard by all the rights of tradition and popular approval, 
material without which a collection would be as incomplete 
as would an anthology of English ballads without Robin Hood, 
Sally in our Alley, or Drink to me only with thine Eyes. These 
standard games are amply represented, mingled in the true spirit 
of American democracy with strangers from foreign lands and the 
new creations of modern athletic practice. 

The games, old and new, are full of that intimation of environ- 
ment which the novelist calls local color, often containing in the 
Local name alone a comprehensive suggest iveness as great 

color and as that of an Homeric epithet. Thus our familiar 
humor in Cat and Mouse appears in modern Greece as Lamb 
games ^^^ ^^jj . ^^^ ^^le French version of Spin the Platter 

is My Lady's Toilet, concerned with laces, jewels, and other ballroom 
accessories instead of our prosaic numbering of players. These 
changes that a game takes on in different environments are of the 
very essence of folklore, and some amusing examples are to be 
found in our own country. For instance, it is not altogether sur- 
prising to find a game that is known under another name in the 
North called, in Southern States, "Ham-Ham-Chicken-Ham- 
Bacon!" The author found a good example of folklore- in-the- 
making in the game usually known as "Run, Sheep, Run!" in 
which a band of hidden players seek their goal under the guidance 
of signals shouted by a leader. As gathered in a Minnesota town, 
these signals consisted of colors, — red, blue, green, etc. This 



Principles of Selection 7 

same game was found in the city environment of New York 
under the name of Oyster Sale, and the signals had become 
pickles, tomatoes, and other articles strongly suggestive of a deli- 
catessen store. The butterfly verse for Jumping Rope is obviously 
another late production of the folklore spirit. 

The lover of childish humor will find many delightful exam- 
ples of it among the games, as where little Jacky Lingo feeds 
bread and butter to the sheep (Who Goes Round My Stone Wall ?) ; 
or the Mother, trying the Old Witch's apple pie, discovers that 
*'It tastes exactly like my child Monday!" The tantalizing 
"nominies" or ''dares," as in Fox and Geese, and Wolf, and the 
ways in which players are trapped into false starts, as in Black 
Tom, are also highly amusing. 

* * * 

PRINCIPLES OF SELECTION. — In the selection of material for 
this work, a marked distinction has been made between games, 
on the one hand, and, on the other, the unorganized play and 
constructive activities included in many books of children's 
games. While the term "play" includes games, so that we 
''play games," it applies also to informal play activities, such 
as a child's "playing horse," "playing house," or playing in the 
sand. In such unorganized play there are no fixed rules, no 
formal mode of procedure, and generally, no climax to be achieved. 
The various steps are usually spontaneous, not predetermined, 
and are subject to individual caprice. In games, on the con- 
trary, as in Blind Man's Buff, Prisoners' Base, or Football, 
there are prescribed acts subject to rules, generally penalties for 
defeat or the infringement of rules, and the action proceeds in a 
regular evolution until it culminates in a given climax, which 
usually consists in a victory of skill, speed or strength. In a 
strictly scientific sense, games do not always involve the element 
of sport or play, being used in many forms among primitive 
peoples for serious divinatory purposes. It is perhaps needless 
to say that all of the games in the present collection are for the 
purpose of sport and recreation. 

The four hundred games here published are selected from a 



8 Introduction 

far larger number. No game has been included thai has not been 
Playing considered to have strong playing values, by which 

values term is meant, in addition to other qualities, and 

above all others, the amount of sport and interest attending it. 
The points of play that contribute to the success of a game have 
been secured from experience, and unfamiliar games have been 
thoroughly tested and the points of play noted for older or younger 
players, large or small numbers, or other circumstances. 

Games may be analyzed into certain elements susceptible of 
classification, such as the elements of formation, shown in the 
Elements of circle form, line form, or opposing groups; other 
games elements are found in modes of contest, as/b)ctween 

individuals or groups ; tests of strength or skill ; methods of cap- 
ture, as with individual touching or wrestling, or with a missile, 
as in ball-tag games ; or the elements of concealment, or chance, or 
guessing, or many others. These various elements are like the 
notes of the scale in music, susceptible of combinations that seem 
illimitable in variety. Thus in the Greek Pebble Chase, the two 
elements that enter into the game — that of (i) detecting or guessing 
who holds a concealed article, and (2) a chase — are neither of 
them uncommon elements, but in this combination make a game 
that differs in playing value from any familiar game, and one 
affording new and genuine interest, as evidenced by the pleasure 
of children in playing it. Indeed, the interest and sport were fully 
as great with a group of adult Greek men who first demonstrated 
this game for the author. This element of guessing which player 
holds a concealed article is found again in a different combination 
in the Scotch game of Smuggling the Geg, where it is used with 
opposing groups and followed by hiding and seeking. This com- 
bination makes a wholly different game of it, and one of equal 
or even superior playing value to the Pebble Chase, though suited 
to different conditions. 

Because of this wonderful variety in combinations, leading to 
entirely different playing values, the author has found it impossible 
to agree with some other students of games, that it is practicable 
to select a few games that contain all of the typical elements of 
interest. Such limitation seems no more possible than in paint- 
ing, poetry, music, or any other field of spontaneous imitative or 



Principles of Selection 9 

creative expression. There will doubtless always be some games 
that will have large popular following, playing on the "psychology 
of the crowd," as well as on that of the players. Thus we have the 
spectacle of so-called national games, Baseball and Football in 
America, Handball in Ireland, Pelota in Spain, and so on; but 
natural expression through games has always been and probably 
always will be infinitely varied, and should be if the psychology 
of the subject is to be taken as a guide. 

In the arrangement of material there has many times been a 
strong temptation to classify the games by their historic, geographic, 
psychologic, or educational interests; by the playing elements 
contained in them ; or by several other possible methods which are 
of interest chiefly to the academic student; but these have each 
in turn been discarded in favor of the original intention of making 
the book preeminently a useful working manual for the player or 
leader of games. 

The same games are found not only in many different countries 
and localities, but under different names and with many variations 
in the form of playing them. This has necessitated Varying 
a method of analytical study which has been followed modes of play 
with all of the games. A card catalogue has been made of them, 
and in connection with each game notation has been made of 
the various names under which it has been found, and details 
of the differences in the mode or rules of play. The choice of 
rules or directions has been determined chiefly by the playing 
values previously alluded to, those directions having been selected 
which experience has shown to make the most interesting game. 
Sometimes these differences are so great as to amount to a different 
game, or one suited to different ages of players. In a few instances, 
as with Prisoners' Base, Captain Ball, Zigzag Ball, etc., it has 
seemed best to present several typical forms of the same game with 
an analytic statement of the differences, leaving the leader to 
select the form best adapted to his conditions. At no time, 
^ owever, has there been any attempt to present all games or all 
)rms of any one game. That would be merely to make a com- 
endium of all possible material. A purposeful selection has 
een made throughout. 

The choice of names could not well be made on any one prin- 



10 Introduction 

ciple. Wherever feasible, the name that has seemed to have the 
widest vogue has been adopted. In other instances it has ap- 
peared best to make a different selection to avoid too great 
similarity in names. Some games, especially those from foreign 
sources, came without names and have had to be christened. In 
the case of several modern adaptations of old games, a name 
bestowed by some previous worker has been continued, if espe- 
cially descriptive or appropriate. 

No distinction has been made in general between games for 
boys and girls. The modern tendency of gymnasium and athletic 
Games for practice is away from such distinctions, and is con- 
boys and cerned more with the time limits or other conditions 
Sirls for playing a game than with the game itself. This 
is a question that varies so much with the previous training and 
condition of players on the one hand, and on personal opinion 
or prejudice on the other, that it has been thought best to leave it 
for decision in each individual case. 

* * * 

THE USES OF GAMES. — The use of games for both children 
and adults has a deep significance for the individual and the 
community through the conservation of physical, mental, and,, 
moral vitality. 

Games have a positive educational influence that no one can 
appreciate who has not observed their effects. Children who are 
slow, dull, and lethargic; who observe but little of what goes on 
around them ; who react slowly to external stimuli ; who are, in 
short, slow to see, to hear, to observe, to think, and to do, may be 
completely transformed in these ways by the playing of games. 

Sense The sense perceptions are quickened : a player comes 

perceptions to see more quickly that the ball is coming toward 
him ; that he is in danger of being tagged ; that it is his turn ; he 
hears the footstep behind him, or his name or number called; 
he feels the touch on the shoulder; or in innumerable other ways 
is aroused to quick and direct recognition of, and response to, 
things that go on around him. The clumsy, awkward body be- 
comes agile and expert : the child who tumbles down to-day will 



The Uses of Games ii 

not tumble down next week; he runs more fleetly, dodges with 
more agility, plays more expertly in every way, showing thereby a 
neuro-muscular development. 

The social development through games is fully as important 
and as pronounced. Many children, whether because of lonely 
conditions at home, or through some personal pecul- Social 
iarity, do not possess the power readily and pleasantly development 
to cooperate with others. Many of their elders lack this facility 
also, and there is scarcely anything that can place one at a greater 
disadvantage in business or society, or in any of the relations of 
life. The author has known case after case of peculiar, unsocial, 
even disliked children, who have come into a new power of coopera- 
tion and have become popular with their playmates through the 
influence of games. The timid, shrinking child learns to take 
his turn with others ; the bold, selfish child learns that he may 
not monopolize opportunities ; the unappreciated child gains self- 
respect and the respect of others through some particular skill 
that makes him a desired partner or a respected opponent. He 
learns to take defeat without discouragement and to win without 
undue elation. In these and in many other ways are the dormant 
powers for social cooperation developed, reaching the highest 
point at last in the team games where self is subordinated 
to the interests of the team, and cooperation is the very life 
of the game. 

Most important of all, however, in the training that comes 

through games, is the development of will. The volitional aspect 

of the will and its power of endurance are plainly „^.„ , . . 

..... . ^ L Will training 

seen to grow m power of mitiative; m courage to 

give "dares" and to take risks; in determination to capture an 

opponent, to make a goal, or to win the game. But probably 

the most valuable training of all is that of inhibition — that 

power for restraint and self-control which is the highest aspect of 

the win and the latest to develop. The little child entering the 

primary school has very little of this power of inhibition. To see 

a thing he would like is to try to get it ; to want to do a thing is 

to do it; he acts impulsively; he does not possess the power to 

restrain movement and to deliberate. A large part of the difficulty 

of the training of children at home and at school lies in the fact 



12 Introduction 

that this power of the will for restraint and self-control is unde- 
veloped. So-called "willfulness" is a will in which the volitional 
power has not yet been balanced with this inhibitive power. One 
realizes in this way the force of Matthew Arnold's definition of 
character as "a completely fashioned will." 

There is no agency that can so effectively and naturally develop 
power of inhibition as games. In those of very little children 
there are very few, if any, restrictions; but as players grow older, 
more and more rules and regulations appear, requiring greater and 
greater self-control — such as not playing out of one's turn ; not 
starting over the line in a race until the proper signal; aiming 
deliberately with the ball instead of throwing wildly or at haphaz- 
ard; until again, at the adolescent age, the highly organized team 
games and contests are reached, with their prescribed modes of 
play and elaborate restrictions and fouls. There could not be in 
the experience of either boy or girl a more live opportunity than in 
these advanced games for acquiring the power of inhibitory control, 
or a more real experience in which to exercise it. To be able, in 
the emotional excitement of an intense game or a close contest, 
to observe rules and regulations; to choose under such circum- 
stances between fair or unfair means and to act on the choice, is 
to have more than a mere knowledge of right and wrong. It is to 
have the trained power and habit of acting on such knowledge, — 
a power and habit that mean immeasurably for character. It is 
for the need of such balanced power that contests in the business 
world reach the point of winning at any cost, by fair means or foul. 
It is for the need of such trained and balanced power of will that 
our highways of finance are strewn with the wrecks of able men. 
If the love of fair play, a sense of true moral values, and above all, 
the power and habit of will to act on these can be developed in our 
boys and girls, it will mean immeasurably for the uplift of the 
community. 

The natural interests of a normal child lead him to care for 

different types of games at different periods of his development. 

Evolution of In other words, his own powers, in their natural 

play interests evolution, seek instinctively the elements in play that 

will contribute to their own growth. When games are studied 

from this viewpoint of the child's interests, they are found to 



The Uses of Games 13 

fall into groups having pronounced characteristics at different 
age periods. 

Thus, the little child of six years enjoys particularly games in 
which there is much repetition, as in most of the singing games; 
games involving impersonation, appealing to his Games for 
imagination and dramatic sense, as where he becomes various ages 
a mouse, a fox, a sheepfold, a farmer, etc. ; or games of simple 
chase (one chaser for one runner) as distinguished from the 
group-chasing of a few years later. His games are of short dura- 
tion, reaching their climax quickly and making but slight demand 
on powers of attention and physical endurance; they require but 
little skill and have very few, if any, rules, besides the mere ques- 
tion of "taking turns." In short, they are the games suited to 
undeveloped powers in abnost every particular but that of 
imagination. 

Two or three years later these games are apt to seem "babyish" 
to a child and to lose interest for him. His games then work 
through a longer evolution before reaching their climax, as where an 
entire group of players instead of one has to be caught before the 
game is won, as in Red Lion, Pom Pom Pull-away, etc. He can 
watch more points of interest at once than formerly, and choose 
between several different possible modes of play, as in Prisoners' 
Base. He gives "dares," runs risks of being caught, and exercises 
his courage in many ways. He uses individual initiative instead of 
merely playing in his turn. This is the age of " nominies," in which 
the individual player hurls defiance at his opponents with set 
formulas, usually in rhyme. Players at this time band together 
in many of their games in opposing groups, "choosing sides" — 
the first simple beginning of team play. Neuro-muscular skill 
increases, as shown in ball play and in agile dodging. Endurance 
for running is greater. 

When a child is about eleven or twelve years of age, some of these 
characteristics decline and others equally pronounced take their 
place. "Nominies" disappear and games of simple chase (tag 
games) decline in interest. Races and other competitive forms of 
running become more strenuous, indicating a laudable instinct to 
increase thereby the muscular power of the heart, at a time when 
its growth is much greater proportionately than that of the arteries, 



14 Introduction 

and the blood pressure is consequently greater. A very marked 
feature from now on is the closer organization of groups into what 
is called team play. Team play bears to the simpler group play 
which precedes it an analogous relation in some respects to that 
between modern and primitive warfare. In primitive warfare the 
action of the participants was homogeneous; that is, each com- 
batant performed the same kind of service as did every other 
combatant and largely on individual initiative. The "clash of 
battle and the clang of arms" meant an individual contest for 
every man engaged. In contrast to this there is, in modern war- 
fare, a distribution of functions, some combatants performing one 
kind of duty and others another, all working together to the com- 
mon end. In the higher team organizations of Basket Ball, Base- 
ball, Football, there is such a distribution of functions, some 
players being forwards, some throwers, some guards, etc., though 
these parts are often taken in rotation by the different players. 
The strongest characteristic of team play is the cooperation 
whereby, for instance, a ball is passed to the best thrower, or the 
player having the most advantageous position for making a goal. 
A player who would gain glory for himself by making a sensa- 
tional play at the risk of losing for his team does not possess the 
team spirit. The traits of character required and cultivated by 
good team work are invaluable in business and social life. They 
are among the best possible traits of character. This class of 
games makes maximal demands upon perceptive powers and 
ability to react quickly and accurately upon rapidly shifting 
conditions, requiring quick reasoning and judgment. Organiza- 
tion play of this sort begins to acquire a decided interest at about 
eleven or twelve years of age, reaches a strong development in the 
high schools, and continues through college and adult life. 

Such are the main characteristics of the games which interest a 
Relation child and aid his development at different periods, 
betv/een They are all based upon a natural evolution of 

development physical and psychological powers that can be only 
and play hinted at in so brief a sketch. Any one charged 
with the education or training of a child should know the results 
of modern study in these particulars. 

The fullest and most practical correlation of our knowledge of 



The Uses of Games 15 

the child's evolution to the particular subject of play that has yet 
been presented is that of Mr. George E. Johnson, Superintendent 
of Playgrounds in Pittsburgh, and formerly Superintendent of 
Schools in Andover, Mass., in Education hy Plays and Games. 
The wonderful studies in the psychology of play by Karl Groos 
{The Play of Animals and The Play of Man), and the chapter by 
Professor William James on Instinct, show how play activities are 
expressions of great basic instincts that are among the strongest 
threads in the warp and woof of character — instincts that should 
have opportunity to grow and strengthen by exercise, as in play 
and games. We have come to realize that play, in games and other 
forms, is nature's own way of developing and training power. 
As Groos impressively says, " We do not play because we are 
young; we have a period of youth so that we may play." 

The entire psychology of play bears directly on the subject of 
games. Indeed, although the study of games in their various as- 
pects is of comparatively recent date, the bibliography bearing on 
the subject, historic, scientific, psychologic, and educational, is 
enormous and demands a distinct scholarship of its own. 

It is highly desirable that a teacher should know the significance 
of certain manifestations in a child's play interests. If they 
should not appear in due time, they should be en- Age 
couraged, just as attention is given to the hygiene of classification 
a child who is under weight for his age. But it should not be 
inferred that any hard and fast age limits may be set for the use 
of different plays and games. To assign such limits would be 
a wholly artificial procedure, and yet is one toward which there 
is sometimes too strong a tendency. A certain game cannot be 
prescribed for a certain age as one would diagnose and prescribe 
for a malady. Nothing in the life of either child or adult is 
more elastic than his play interests. Play would not be play 
were this otherwise. The caprice of mood and circumstance is 
of the very soul of play in any of its forms. 

The experience of the writer has been chiefly away from dog- 
matic limitations in the use of games. Very young players and 
adults alike may find the greatest pleasure and interest in the same 
game. Previous training or experience, conditions of fatigue, the 
circumstances of the moment, and many other considerations 



1 6 Introduction 

determine the suitableness of games. To illustrate, the author 
has known the game of Three Deep, which is one of the best gym- 
nasium games for men, to be played with great interest and ability 
by a class of six-year-old boys; and the same game stupidly and 
uninterestedly bungled over by a class of much older boys who 
had not had previous training in games and were not alert and re- 
sourceful. Similarly, the comparatively simple game of Bombard- 
ment may be interesting and refreshing for a class of tired business 
men, while high-school pupils coming to care largely for team play 
may prefer Battle Ball, a more closely organized game of the same 
type. In general, boys and girls dislike the mode of play they have 
just outgrown, but the adult often comes again to find the greatest 
pleasure in the simpler forms, and this without reaching second 
childhood. 

The index of games for elementary and high schools contained 
in this volume constitutes a graded course based on experimental 
Graded study of children's interests. This grading of the 

course of games for schools is made, not with the slightest be- 
study on lief or intention that the use of a game should be 
games confined to any particular grade or age of pupils, 

but largely, among other considerations, because it has been 
found advantageous in a school course to have new material in 
reserve as pupils progress. The games have usually been listed 
for the earliest grade in which they have been found, on the 
average, of sufficient interest to be well played, with the intention 
that they be used thereafter in any grade where they prove interest- 
ing. This school index by grades, which includes most of the 
games, will be found a general guide for the age at which a given 
game is suitable under any circumstances. 

The relation of games to a school programme is many-sided. 
To sit for a day in a class room observing indications of physical 
Relation of ^^d mental strain and fatigue is to be convinced 
games to beyond question that the schoolroom work and con- 
school life ditions induce a tremendous nervous strain, not only 
through prolonged concentration on academic subjects, but through 
the abnormal repression of movement and social intercourse that 
becomes necessary for the maintenance of discipline and proper 
conditions of study. As a session advances, there is needed a 



The Uses of Games 17 

steady increase in the admonitions that restrain neuro-muscular 
activity as shown in the unnecessary handling of books and pencils 
and general restlessness ; also restraint of a desire to use the voice 
and communicate in a natural outlet of the social instinct. One 
is equally impressed with the prolonged continuance of bad pos- 
tures, in which the chest is narrowed and depressed, the back and 
shoulders rounded forward, and the lungs, heart, and digestive 
organs crowded upon one another in a way that impedes their 
proper functioning and induces passive congestion. In short, 
the nervous strain for both pupil and teacher, the need for vigorous 
stimulation of respiration and circulation, for an outlet for the 
repressed social and emotional nature, for the correction of pos- 
ture, and for a change from abstract academic interests, are all 
largely indicated. Nothing can correct the posture but formal 
gymnastic work selected and taught for that purpose ; but the other 
conditions may be largely and quickly relieved through the use of 
games. Even five minutes in the class room will do this, — five 
minutes of lively competition, of laughter, and of absorbing involun- 
tary interest. The more physical activity there is in this the better, 
and fifteen minutes of even freer activity in the fresh air of the 
playground is more than fifteen times better. 

The typical school recess is a sad apology for such complete 
refreshment of body and mind. A few pupils take the center of 
the field of play, while the large majority, most of whom are in 
greater need of the exercise, stand or walk slowly around the edges, 
talking over the teacher and the lesson. An organized recess, by 
which is meant a programme whereby only enough classes go to 
the playground at one time to give opportunity for all of the pupils 
to run and play at once, does away with these objections, if some 
little guidance or leadership be given the children for lively games. 
The best discipline the writer has ever seen, in either class room or 
playground, has been where games are used, the privilege of play 
being the strongest possible incentive to instant obedience be- 
fore and after. Besides, with such a natural outlet for repressed 
instincts, their ebullition at the wrong time is not so apt to occur. 
Many principals object to recesses because of the moral contami- 
nation for which those periods are often responsible. The author 
has had repeated and convincing testimony of the efficacy of games 



1 8 Introduction 

to do away with this objection. The game becomes the one ab- 
sorbing interest of recess, and everything else gives way before it. 
Dr. Kratz, Superintendent of Schools in Sioux City, Iowa, was one 
of the first school superintendents in the country to go on record 
for this benefit from games, and much fuller experience has accu- 
mulated since. 

The growth of large cities has been so comparatively recent 
that we are only beginning to realize the limitations they put 
Sociological upon normal life in many ways and the need for 
and economic special effort to counterbalance these limitations, 
significance The lack of opportunity for natural play for children 
of games ^^^ young people is one of the saddest and most 

harmful in its effects upon growth of body and character. The 
number of children who have only the crowded city streets to play 
in is enormous, and any one visiting the public schools in the early 
fall days may readily detect by the white faces those who have had 
no other opportunity to benefit by the summer's fresh air and sun- 
shine. The movement to provide public playgrounds for children 
and more park space for all classes in our cities is one connected 
vitally with the health, strength, and endurance of the population. 
The crusade against tuberculosis has no stronger ally. Indeed, 
vital resistance to disease in any form must be increased by such 
opportunities for fresh air, sunshine, and exercise. This whole 
question of the building up of a strong physique is an economic 
one, bearing directly on the industrial power of the individual, and 
upon community expenditures for hospitals and other institutions 
for the care of the dependent and disabled classes. 

The crippling of moral power is found to be fully as much in- 
volved with these conditions as is the weakening of physical power. 
Police departments have repeatedly reported that the opening of 
playgrounds has resulted in decrease of the number of arrests and 
cases of juvenile crime in their vicinity; also decrease of adult 
disturbances resulting from misdeeds of the children. They 
afford a natural and normal outlet for energies that otherwise go 
astray in destruction of property, altercations, and depredations 
of many sorts, so that the cost of a playground is largely offset by 
the decreased cost for detection and prosecution of crime, reforma- 
tories, and related agencies. 



The Uses of Games 19 

It would be a mistake to think that the children of the poor are 
the only ones who need the physical and moral benefit of normal 
childish play. One is forced to the conclusion that many children 
of the rich are even more to be pitied, for the shackles Children of 
of conventionality enslave them from the outset, the rich 
Many are blase with opera and picture exhibits — typical forms 
of pleasure for the adult of advanced culture — without ever 
having had the free laughter and frolic of childhood. That part 
of the growing-up process most essential for character is literally 
expunged from life for them. One need spend but an hour in a 
city park to see that many children are restrained from the slight- 
est running or frolic because it would soil their clothes or be other- 
wise "undesirable." The author recalls a private school for girls 
in which laughter was checked at recess because it was " unlady- 
like." 

In contrast to this barbarous repression are some delightful 
instances of provision for normal childish play and exercise for 
such children. In one of our large Eastern cities a Teachers of 
teacher was employed for several seasons to play games 
games with a group of children on a suburban lawn to which all 
repaired twice a week. This was genuine play, full of exercise 
and sport and laughter. In another Eastern city a teacher was 
similarly employed for many seasons to coach a Basket Ball team 
in the small rear area of the typical city residence. Teachers of 
physical training and others are doing much to organize this 
sort of exercise, including tramping clubs and teams for cross- 
country runs, and the encouragement of Tether Ball and other 
games suited to limited conditions. ' 

As a nation we are slow to learn the value of recreation. We go 
to the extremes of using it either not at all or so excessively as to 
exhaust nervous energy to the point where "the day we most 
need a holiday is the day after a holiday." This may be different 
when we learn more fully that the recuperative power of short 
intervals of complete relaxation has a genuine investment value. 
The increased output of energy afterward, the investment- 
happier spirits, prolonged endurance, clearer think- value of 
ing, and the greater ease and pleasure with which recreation 
work is done, more than compensate for the time required. It has 



20 Introduction 

been stated that one large manufacturing concern has found it 
greatly to its advantage to give a daily recess period to its em- 
ployees at its own expense, the loss of working time being com- 
pensated in the quality of the output following, which shows, 
for instance, in the fewer mistakes that have to be rectified. 
The welfare work of our large stores and factories should provide 
opportunity, facilities, and leadership for recreative periods of this 
character. 

For the brain worker such benefit from periods of relaxation 
is even more apparent. Our strenuous and complicated civiliza- 
Brain tion makes more and more necessary the fostering of 

workers means for complete change of thought. When this 
can be coupled with invigorating physical exercise, as in active 
games, it is doubly beneficial; but whether games be active or 
quiet, the type of recreation found in them for both child and adult 
is of especial value. It affords an emotional stimulus and outlet, 
an opportunity for social cooperation, an involuntary absorption 
of attention, and generally an occasion for hearty laughter, that 
few other forms of recreation supply. 

The list in this volume of games for house parties and country 
clubs is given with the hope of making games more available for 
adults, though with the knowledge that guests on such occasions 
take in a wide range of ages, and many games for young people 
are included. These are equally appropriate for the home circle. 
In addition, the so-called gymnasium games offer some of the finest 
recreative exercise. 

The author would like to make a special plea for the playing 
together of adults and children. The pleasure to the child on such 
Plav of occasions is small compared to the pleasure and 

adults with benefit that may be derived by the grown-up. To 
children hold, in this way, to that youth of spirit which ap- 
preciates and enters into the clear-eyed sport and frolic of the 
child, is to have a means of renewal for the physical, mental, 
and moral nature. In a large city in the Middle West there is 
a club formed for the express purpose of giving the parents who 
are members an opportunity to enjoy their children in this way. 
The club meets one evening a week. It is composed of a few pro- 
fessional and business men and their wives and children. It meets 



Origins 21 



o 



at the various homes, the hostess being responsible for the pro- 
gramme, which consists of musical or other numbers (rendered 
partly by the children and partly by the adults), of occasional 
dancing, and of games, some of which must always call for the 
mutual participation of the children and their elders. A more 
beautiful idea for a club could scarcely be devised. It is also a 
tragic fact that, lacking such an occasion, many parents have little 
opportunity to enjoy their children, or, alas ! even to know them. 

Another illustration may indicate even more strongly the benefits 
from such social gatherings of adults and children. In a small 
town where the young boys and girls spent more Games in 
evenings than seemed wise in places of public country life 
amusement, a teacher of physical training not long ago opened a 
class for them expressly to meet this situation. The programme 
included games, dancing, and formal exercise, and a special effort 
was made to teach things of this sort that might be used for 
gatherings at home. The class fulfilled its object so well that 
the parents themselves became interested, began to attend the 
sessions and participate in the games, until they were an integral 
part of all that went on, — a wholesome and delightful association 
for all concerned, and one that practically ended the tendencies 
it was designed to overcome. 

Mr. Myron T. Scudder, in his practical and stimulating pam- 
phlet on games for country children {Country Play ; A Field Day 
and Play Picnic for Country Children. Pub. by Charities , N. Y.), 
points out a very real factor in the failure of American country 
life to hold its young people when he cites the lack of stimulation, 
organization, and guidance for the play activities of the young. It 
is a mistaken idea that country children and youths have through 
the spaciousness of environment alone all that they need of play. 
Organization and guidance are often needed more than for the city 
children whose instincts for social combination are more acute. 



* * * 



ORIGINS. — One may not close even a brief sketch of games 
and their uses without reference to the topic of origins. This has 
been studied chiefly from two different viewpoints, that of ethnol- 
ogy, in which the work of Mr. Stewart Culin is preeminent, and 



22 Introduction 

that of folklore, in which in English Mrs. Gomme and Mr. Newell 
have done the most extensive work. Both of these modes of study 
lead to the conclusion that the great mass of games originated in 
the childhood of the race as serious religious or divinitory rites. 
Indeed, many are so used among primitive peoples to-day. Very 
few games are of modern invention, though the development of 
many to the high point of organization and skill in which we 
know them is very recent. Basket Ball was a deliberate invention, 
by Dr. James Naismith, then of Springfield, Mass., in 1892; 
Base Ball and Tennis, as we know them, were developed during the 
last half century from earlier and simpler forms ; Indoor Base Ball 
was devised by Mr. George W. Hancock, of Chicago, in 1887; 
Battle Ball and Curtain Ball, both popular gymnasium games, were 
devised by Dr. Dudley Allen Sargent, of Harvard University. 

In ethnology the study of the origin and distribution of games 
" furnishes," says Mr. Culin, '* the most perfect existing evidence 
of the underlying foundation of mythic concepts upon which so 
much of the fabric of our culture is built." The most scientific 
work on the entire subject of games lies in this direction. As 
revealed by board and other implement games the element of 
sport does not originally inhere in a game, the procedure being a 
rite of magic or religion, pursued mainly as a means of divination. 
In Mr. Culin's opinion, *' the plays of children must be regarded 
apart from games, being dramatic and imitative, although copy- 
ing games as they [the children] copy other affairs of life, and thus 
often preserving remains of ceremonials of remote antiquity." 

From the folklore viewpoint Mrs. Gomme and Mr. Newell 
have brought to bear on games a wealth of knowledge of old cus- 
toms and beliefs, discerning thereby a significance that might 
otherwise pass unnoticed and unappreciated. Thus we have the 
recognition of old well-worship rites in the little singing game 
''Draw a Bucket of Water"; of ancient house ritual in some 
of the dramatic games; in others the propitiation of deities that 
preside over the fertility of the fields; survivals of border war- 
fare ; of old courtship and marriage observances, and many other 
rites and customs. Sometimes this recognition is merely one 
of analogy or association, leading to a surmise of the origin of 
a game ; sometimes it is supported by old records and drawings, 



Origins 23 

or references found in early literature. While often not so exact 
as the strictly scientific method, this folklore study throws a 
flood of light on the heritage of games that passes from child 
to child, giving to the subject added dignity and worth. One 
comes to appreciate that the childhood bereft of this heritage 
has lost a pleasure that is its natural right, as it would if brought 
up in ignorance of Jack the Giant Killer, Beauty and the Beast, 
or Robinson Crusoe. 

The class of games studied by the folklorists mentioned includes 
mainly those of active and dramatic character as distinguished 
from the board and implement games. Mrs. Gomme sees in their 
form, method of playing, the dialogue often included, and the fact 
of their continuance from generation to generation, an expression 
of the dramatic instinct, and considers them a valuable adjunct in 
the study of the beginnings of the drama. The student of games 
must find of great interest Mrs. Gomme's classification by forma- 
tion, the line form being considered to represent, or to have grown 
out of, a contest between people from different countries or locali- 
ties; the circle formation a representation of customs prevailing 
in one village, town, or tribe, and so on, with the arch form or tug 
of war, the winding-up games (as in Snail), etc. 

Viewed in this light of their origin, games are especially fasci- 
nating. They take one back to the atmosphere that pervades 
romance: to quaint chronicles of kings and courtiers setting forth 
in brilliant train for some game that is the heritage of the child of 
to-day; to ladies-in-waiting on the Queen playing Babylon; to 
shepherds congregating on the moors, or early village communities 
dividing, over some forerunner of our college Football; to village 
lads and lasses dodging through the cornstalks with Barley Break, 
or milkmaids playing Stool Ball with their stools. For while it is 
rightly said that the serious occupations of adults at one period 
become the games of children at another, the statement omits an in- 
termediate fact that strongly impresses the student of games : namely, 
that these activities, which at first were serious rites have been used 
for sport by adults themselves before being handed down to chil- 
dren; as though the grown folk should masquerade for a time in 
their outworn garments before passing them on to following genera- 
tions. Considering the varied interests that find expression in 



24 Introduction 

these games, one is further impressed with the fact that humanity- 
passes thus in review its entire range of experience, transmuting 
into material for sport the circumstances of love and hatred, sorrow 
and rejoicing, fear and veneration. Nothing is too exalted or 
humble, too solemn or fearsome, to be the subject of these frolic 
events. Nature in all her panoply is here in dramatized form or 
reference — earth, stone, fire, and water ; verdure and the kingdom 
of living things from beast to man; the seasons and the planets. 
Industry, love and war, fiends and deities, death itself and the 
hereafter, all pass in review, for one who sees the hidden signifi- 
cance, like a panorama of existence, as they passed, a plaything 
and a jest, before the gods of Olympus. It would seem as 
though humanity, viewing in long perspective its own experiences, 
had found them all at last fit subjects for 

" The smiles that beget no cruelty." 
* * * 

One dares to hope that this little craft, bearing as it does such a 
freight of gladness, may leave behind a wake of cheer, and laughter, 
and happiness. 

Jessie H. Bancroft. 

March, 1909. 



ACKNOWLEDGMENTS 

Detailed acknowledgment is made throughout the volume to 
various authors and publishers. A general assurance of most 
grateful appreciation is here tendered to many who have responded 
with material and suggestions in the research, and to the numerous 
teachers whose resourcefulness has led to the adaptation of many 
games to school conditions. The author regrets the impractica- 
bility of mentioning all of these by name. 

Especial acknowledgment is due Mrs. Marie Talbot Constant 
for most valuable and varied assistance, particularly in biblio- 
graphical research and cataloguing of games ; and to Miss Lilian 
M. McConville for testing and adapting many foreign games 
collected for the present volume. 



25 



TO THE TEACHER OF GAMES 

The following suggestions are made with a view to the use of 
games under any circumstances, though many of them apply 
especially to large numbers of players under the guidance of a 
teacher or leader, as in playgrounds and schools. 

The leader or teacher of a playground should approach his or 
her work largely in the spirit of the host or hostess whose duty 
it is to see that each individual guest is happy and has opportunity 
to share all of the pleasures of the occasion. But much more than 
this is involved in the relation of teacher and pupil. The teacher 
of games, or leader of children's play, needs, like all teachers, to 
have a sympathetic personal understanding of the players ; a quick 
insight into character and motive; a knowledge of what to look 
for in the child's development at different periods, as indicated in 
the Introduction; and to be, in short, guide, philosopher, and 
friend. 

The teacher should never hesitate, from questions of personal 
dignity, to participate in the play of children. Nothing can more 
quickly gain the respect and affection of a child than such par- 
ticipation. Every adult can doubtless recall the extreme pleasure 
experienced in childhood when some grown person entered into the 
childish play. In schools, where there is necessarily so much of 
formal discipline and dealing with large numbers en masse, one of 
the most valuable effects of games is to produce a more natural and 
sympathetic relationship between teacher and pupil, and a fuller 
appreciation on the part of the teacher of child nature. This effect 
from the use of games has been noted by scores of teachers, even 
those who were at first opposed to such use. 

Every teacher will have his or her individual methods for teach- 
ing, discipline, and management of games. The following gen- 
eral suggestions, however, are the result of experience, and may 
be of assistance to the novice, at least. \ 

26 



To the Teacher of Games 27 

The best method of teaching a game is to make a full explana- 
tion of it before the pupils take their places to play. ^ If this be in 
a schoolroom, illustrative diagrams may often be How to teach 
drawn on the blackboard, and it is sometimes help- a game 
ful, there or elsewhere, to have a few pupils go slowly (not running) 
through the general form of the game, to illustrate it to the others. 
In a playground the same method may be used by having the 
players sit, if that be feasible, or by halting them in a march or 
after gymnastic exercises, to listen to the explanation. Never try 
to teach and play a game at the same time. The only exception to 
this rule should be where there is a large and disorderly crowd 
with which to deal. Then it may occasionally be best to start a 
game to gain interest and attention, and then halt for further 
explanation. 

It often becomes necessary for the sake of discipline and unity 
to unite all of the players in a playground in one game. Com- 
paratively few games, however, are successful when class and 
played by very large numbers. A special index has group games 
been prepared of such games, however, and will be found at the 
end of the present volume. Classes may often be brought into 
order and attention in a playground by the simple device of 
marching, the march to end in one game for all of the players, 
or several games in groups. 

An indication that too many players are taking part in a game is 
almost invariably to be found in a lack of interest on the part of the 
players, arising usually from the infrequency with which each player 
gets an opportunity to participate. The ultimate test of any game^ 
however, from the recreative standpoint must be one of interest, 
and this is often found among players who are not participating in 
the action if competition be close. A teacher should watch closely 
for waning interest, and may often save the situation by dividing 
the players into two or more groups. Many games that are com- 
monly listed for as many as sixty players are given in the present 
index as useful for "thirty or more." By this is meant that the 
best playing values of the game are lost when played by more than 
thirty, although it is possible to use the game with a larger num- 
ber. Very frequently even these games are far better played by 
smaller groups. 



28 Introduction 

A resourceful teacher will find many ways of adapting games to 
large numbers. Among such devices may be mentioned (i) in- 
creasing the number of runners and chasers; for instance, in the 
game of Cat and Rat, there may be several cats and several rats ; 
(2) in the circle games of simple character, especially the singing 
games, the circle may be duplicated, thus having two concentric 
circles, one within the other ; (3) in many ball games it will be found 
possible to put more than one ball in play, as in Bombardment or 
Circle Club Bowls. Such suggestions as this are often made in the 
present volume in connection with the description of the games. 

Group play, by which is meant the division of a large number 
of players into smaller squads or groups, is undoubtedly the best 
method for getting the best sport and the greatest playing values 
out of most games. Such a division of players is not always an 
easy matter to inaugurate, untrained players being inclined to follow 
the teacher from point to point in the playground. This may be 
obviated by appointing group leaders, each of whom should under- 
stand the game to be played and be appointed to take charge of it. 
Older children, and almost invariably the children who are disor- 
derly or inclined to disturb the general harmony and discipline of 
the playground, are the best ones to charge with such responsibility. 
This method serves the double purpose of quelling their disor- 
derly propensities by occupying them in a position of responsibility, 
and takes care of a group of players at the same time. When the 
group method is used in schools, it is advisable to appoint the lead- 
ers of the groups, or allow the children to elect them, before leaving 
the class room for the playground. 

The choice of games to be played should be left to a vote or sug- 

Choice of gestion of the players. The teacher's function in 

games this regard is to suggest, not to dictate. In schools 

this choice may generally best be made in the class room, before a 

class goes to the playground. 

A teacher should be ready with suggestions for new games or 
occupation of some sort when interest wanes in a game that is being 
played; but a new game should not be suggested until there is 
evidence that players are tired of the old one. Do not make the 
mistake of thinking that children want to play games incessantly 
during a half-day session of a playground. Children like quiet 



To the Teacher of Games 29 

pursuits occasionally as well as do adults, and it is well to alternate 
games with such quiet periods and also with marching, gymnastics, 
folk dancing, or periods of free activity. So-called quiet games 
will be found useful under such circumstances. 

Each playground leader or teacher should be provided with a 
whistle. This saves a great deal of strain on the voice, and should 
be understood from the outset to command instant . 

quiet, all play to be suspended when it is heard. The 
most joyous play goes always with the best discipline. Both chil- 
dren and adult players like strength and decision in a teacher 
or leader. Indeed, they instinctively place themselves under the 
leadership of the decided and dominant characters among them- 
selves. It has been the experience of the author that discipline 
in schools is greatly helped by the playing of games, partly because 
the privilege of play or its loss is one of the strongest incentives 
to order at other times, but also because of the happy outlet afforded 
for normal tendencies and the disciplinary training of the games 
themselves. 

Get the playing values out of games. By this is meant, see that 
every child gets as much opportunity as possible for participation 
in the actual physical exercise of the game and in all Playing 
the phases of play that make him a successful, alert, re- values 
sourceful player. The result of this and the test of it will be the 
amount of interest and sport in the games. Do not make the games 
too serious. Get laughter and frolic out of them. 

Encourage timid pupils to give dares and to take risks. No class 
of players needs more sympathetic or tactful understanding and 
help from a teacher than the timid. Such children often suffer 
greatly through their shyness. They should first be brought into 
play in some form of game that does not make them conspicuous ; 
one, for instance, in which they do what all the other players do, 
or merely take turns. Such children should be encouraged by 
praise of their successful efforts, and especial care should be taken 
not to call attention to their failures. 

See that the selfish or most capable children do not have the 
lion's share of the play; the opportunities should be equally dis- 
tributed. It is often necessary for a teacher to distinguish between 
self-assertiveness, which is a natural phase of the development of 



30 Introduction 

the sense of individuality, or selfishness and ''bullying," which are 
exaggerated forms of the same tendency. Both may need repres- 
sion and guidance, but only the latter are reprehensible. 

Encourage each pupil to be alert to see when it is his turn and 
to be quick in play. Every game should be a sense-training game, 
developing power for quick perception of external stimuli and 
quick and expert reaction to such stimuli. 

In chasing games, encourage interesting chases, the runner to 
take unexpected turns and dodges, making capture difficult. The 
shortest distance between two points for a chase often makes a 
dull game, devoid of sport. 

Young players will need to be helped to use reason and judgment 
in games, as to when to run risks of capture, how to attack the 
opponent's weakest point, etc. 

Do not treat children as though they were made of glass and fear 
to see them tumble down. Every child, boy or girl, ought to be 
able to bear a few falls, knocks, and bruises. This is nature's 
way of training a child to be more observant or agile. Besides, 
physical hardihood is one of the best possible results from the play- 
ing of games. Do not coddle a child who has received an injury. 
Cultivate a stoic spirit. If it be a slight injury, have the child go 
on with his play and he will soon forget it. If it require treatment 
of any sort, take the player at once away from the playground or 
vicinity of the other players and apply first-aid remedies until 
medical assistance can be obtained. 

Team play is one of the highest forms of play. The teacher 
should look for the beginning of the tendency toward it as shown 
in a fondness for the play of opposing groups, 
manifest from ten to twelve years of age. This 
tendency should be encouraged and developed into more closely 
organized types of team games. The greatest value of team play 
lies in the cooperation of the players, all working together for a 
common end, a player's thought and effort being to do what is 
best for his team rather than to use his skill for individual glory. 

The number and difficulty of rules and regulations governing 
a game go through a steady increase as children grow older. The 
games for very little children have practically no rules except the 
following of turns in rotation. Later come such games as those 



To the Teacher of Games 31 

in which a player's turn comes only on a given signal, and it 
is a foul to start before this signal, as in relay races. Many other 
types of rules appear as the games progress. These Enforcement 
reach their culmination in ball games where, amid of rules 
the excitement of a game, a player must exercise heedfulness and 
restraint in the method of playing upon a ball, the range of 
movement allowed from a given base, and many other points. 

A teacher should understand clearly that the inhibitive power of 
the will necessary for the observation of rules is a slow and late 
development, and that its training by means of rules is one of the 
most important educational features in the use of games. (See 
Introduction.) Players should therefore not be expected to take 
part in a game that is much beyond their power in this regard. A 
teacher should not announce a rule unless sure that it is reasonable 
to expect the players to observe it. Having announced a rule, 
however, enforce it to the full extent. To condone the infringe- 
ment of a rule is equivalent to a lie in its injury to the moral nature 
of a player. It is a weak-willed teacher who does not enforce rules. 
Players will respect far more a strict disciplinarian than a weak one. 
Every player who infringes a rule should suffer the full penalty 
therefor. Only by such means can there be trained the strength 
of will to avoid such infringement in the future, for it should be 
repeated that such infringements are not always the result of in- 
tentional cheating. They indicate very often an undeveloped power 
of will, and the teacher should be able to discriminate between the 
sneaking cowardice that would win unfairly and mere lack of power. 
Both causes, however, should lead to the same result of suffering 
the full penalty for any infringement of rules. 

Teach players to play to win — with all their might. But with 
this cultivate a sense of honor. Have them realize that any vic- 
tory not earned strictly by their own merits or those of 
their team is a disgrace rather than a cause for con- 
gratulation. No better opportunity can ever be found for incul- 
cating the knowledge that to be trusted is far greater than to be 
praised. A player should scorn rewards not based on merit, and 
should be led to feel that a defeat resulting from an honest trial 
of strength is an honorable defeat ; that the real issue is as much 
concerned with the amount of effort put forth as with the compara- 



32 Introduction 

tive results of it measured with some other player. A defeated 
player should be led to recognize and do honor to the prowess of 
his adversary, and so to congratulate him honestly. A sense of 
superior power should never degenerate into gloating over a de- 
feated adversary or into contempt for his weaker ability. Many 
thrilling examples of honest mutual admiration between victor 
and vanquished may be gleaned from the history of warfare, as 
when Grant handed back the sword of surrender to Lee. 

In athletic games players should learn that to question or dispute 
the decision of judges or other officials presiding over games is 
thoroughly unsportsmanlike and a species of dishonor. Having 
once placed themselves under officials, decisions must be accepted 
without cavil at the time. The natural desire to learn how a 
decision was reached in an athletic event must be held in check 
until the judges have opportunity to announce fouls or other 
features of scoring that determine the result. It should always be 
borne in mind, by both players and coaches, that the officials, 
who are each concentrating on some one feature of the play, 
know what happens far more accurately than the general ob- 
server. It is also thoroughly unsportsmanlike, and counts as a 
foul, disqualifying a player, if he receive directions or coaching 
of any sort from an instructor during a game. 

FLOOR FORMATION. — The terms ''formation" and "floor 
formation" are commonly used to designate the placing of players 
in the playground and gymnasium in the lines, circles, groups, or 
opposing sides, necessary for the starting of a game. To ac- 
complish this disposition of the players quickly and without con- 
fusion requires a clear knowledge of methods on the part of the 
teacher. Some methods are here offered, but before giving them 
in detail a word should be said of the differing psychological effects 
of the various formations. 

The circle or ring formation has a pronounced tendency toward 
a spirit of unity among players. Each player may see and become 
somewhat acquainted with all other players in a group, in a way 
not practicable in any other formation. Any one who has met 
strangers at a dinner party or committee meeting gathered at a 
round table will comprehend the singificance of this. In the 
kindergarten, this principle is used largely, each day's exercises 



Floor Formations ^^ 

opening with the pupils in a circle. A game in circle formation 
is therefore often one of the best means of making acquainted play- 
ers who are strangers to each other, and of giving a sense of united 
interest to a heterogeneous group. 

The sense of being united in a common interest, or esprit de 
corps, may be gained to some extent in some general forms of play- 
ground activities such as marching. As children grow into the 
tendency to enjoy group or team play, the competitive spirit be- 
comes very strong, and games in which the players work in com- 
petitive teams, as in relay races, or in opposing sides, as in Bom- 
bardment, may serve the purpose of continuous mutual interest. 
As a rule the competitive spirit is strong in games in the line 
and group formations, and, indeed, is usually the basis of such 
formations. 

For all formations pupils should be trained to move quickly. 
Formations made from marching order may often be done on the 
double-quick. 

RING FORMATION. — For small numbers of players no formal 
procedure is needed to get the players into a ring formation. For 
very little children the teacher should simply stretch his or her 
own hands sideways, taking a child by either hand to show what is 
wanted, and telling the others to form a circle. All will naturally 
clasp hands in the same way. Children should be urged to move 
quickly for such formations. For some games the hands remain 
clasped. For others the hands are dropped (unclasped) after the 
ring is formed. The distance between players may be gauged by 
the stretch of the arms when the hands are clasped, making the 
ring larger or smaller. With older players the teacher's participa- 
tion in the formation of the circle is not necessary, the mere 
command to *'Form circle!" being adequate. 

For large numbers the ring formation is best achieved from a 
line standing in single file. The players should march or run, the 
leader of the file describing a circle and joining hands with the rear 
player of the file, all of the others joining hands similarly with 
their neighbors. 

CONCENTRIC CIRCLES. — Where players are to be placed in 
two circles, one within the other, as in Three Deep, Zigzag Ball, 
or some of the singing games for large numbers, players should 



34 Introduction 

march in a column of twos (two by two) , and the leaders should 
describe a circle until the ends meet. All then face inward. 

Another method of forming concentric circles is to form a single 
circle, and have every alternate player step inwards. Or the 
players may number off by twos, and those bearing the odd 
(or even) numbers take one or two steps toward the center of the 
circle. All numbering-off methods, however, are comparatively 
slow. 

OPPOSING TEAMS OR LINES. — For assigning large numbers of 
players quickly in opposing teams or lines, the following methods are 
among the most orderly : — 

I. The players ''fall in" for a march in single file. They march 
up the center of the room or ground; the first player turns to the 
right and the next to the left, and so on alternately, taking stations 
at the sides of the ground; they are thus separated into two 
opposing groups, those which turn to the right forming one group 
or team, and those to the left another. 

This method is even quicker if players march in columns of twos 
or fours, alternate ranks turning to alternate sides. 

II. Players may be required to march in columns of twos (two 
abreast), halt, and those in one file of the column step to one side 
of the playground instead of marching to the front and separating, 
as in I, and those in the other file to the opposite side. 

Where an even division of running ability ^ or height for catching 
halls, is necessary, players should he sized when lining up for either 
of the above methods. 

III. When players in a gymnasium or playground have already 
been numbered for gymnastic purposes, the odd numbers may be 
directed to one end of the playground to form one team, and the 
even numbers to the opposite end for the other team. 

GROUP FORMATIONS- — To get players into many small groups, 
a division may often best be made from the marching formations. 
Players may be brought for this purpose into columns of four or 
more (marching four abreast) , halted, and each file in turn directed 
to some particular location in the playground. 

Where time is not a consideration, or the number of players is 
smaller, more deliberate methods of counting out, choosing sides, 
etc., may be used, described in the chapter on " Counting out." 



COUNTING-OUT; CHOOSING SIDES 



COUNTING-OUT; CHOOSING SIDES AND 
TURNS; "WHO'S IT?" 

Counting-out rhymes and other methods of choosing players for games 
form one of the most interesting topics in the whole study of children's games. 
Such rhymes and methods are found in use all over the world and are pre- 
historic, having descended like the great mass of children's games from the 
serious practices of adults in the childhood of the race. Classic literature has 
innumerable references to such customs, as where in the Iliad the heroes cast 
lots in the cap of Atrides Agamemnon to know who shall go forth to battle with 
Hector, or choose by similar means their places in the funeral games for 
Patroclus. Many instances of the use of these practices are recorded in 
Scripture, including the famous one of the casting of lots for the seamless 
garment. Much collecting and investigating have been done as to these 
methods, several collections of counting-out rhymes, covering hundreds of ex- 
amples, having been made in the interests of folklore, the history of magic, etc. 
Such rhymes are found in Asia, Africa, Europe, and America, not to mention 
the Sandwich Islands and other places presenting primitive conditions. The 
largest collection and most thorough study published in America was that 
made by Mr. H. Carrington Bolton of the Smithsonian Institute. These 
rhymes unquestionably originated in old superstitions and rites, including in- 
cantations of the old magicians and practices of divination by lot. The 
doggerel of counting-out rhymes is often traceable to old Latin formulas used 
for these purposes, a fact that shows the absurdity and artificiality of pur- 
posely manufactured rhymes. 

In the majority of games it is necessary to assign various players 
to their parts in some manner that shall be strictly impartial. 
Thus, one player may have to be chosen to be "It" — that is, to 
take the prominent, arduous, or often disadvantageous or disagree- 
able part; for example, the part of "Black Tom" in the game of 
that name, the "blind man" in blindfold games, etc. In many 
other games the players have to determine who shall have the first 
turn, or the order of rotation in which all shall play, as who shall 
be the first back in leapfrog, etc. In still other games, such as 
Prisoners' Base, Black and White, and many ball games, opposing 

2>1 



38 Counting-Out ; Choosing Sides 

sides or teams have to be chosen. Some games have their own 
distinctive methods of assigning parts, but in most cases any 
method may be used. A few of the most popular, practical, and 
useful methods are given here. (See also Floor Formations in pre- 
vious chapter.) 

For very little children, the teacher or leader should choose or 
assign the players for the different parts, such as who shall be the 
first cat or mouse in the game of "Kitty White," or who shall go 
into the center in many of the singing games. This method is 
often used for parlor games in children's parties by the hostess, 
though many other methods may be used. For older players, 
the following methods will be found helpful. 

COUNTING-OUT. — This is a very popular method among chil- 
dren. One player in the group, generally self-appointed, but some- 
times chosen by popular consent, does the "counting out." He 
repeats a rhyme or jingle, touching one player on the chest for 
each accent of the verses. He always begins with himself and 
then touches the first one on his left, and so on around the circle 
or group in regular order. Any player to whom falls the last 
word is "out"; that is, he is eliminated from the succeeding 
counting and is not to be "It," generally a matter for rejoic- 
ing. Such a player steps out of the group at once. This 
counting is continued, the verses being repeated over and over, 
until only two players are left, when the formula is again gone 
over, the one to whom the last word falls being free, and the 
remaining player "It." When a verse is not long enough to go 
around the entire group, the player at his discretion may lengthen 
it by adding "One, two, three, — out goes he!" (or she); or 
"0-U-T spells out!" 

From many verses the following, without which no collection 
could well make its appearance, are chosen as typical for the 
purpose : — 

"Onery, twoery tickery tee, 
Hanibal, Crackible, turnablee. 
Whing, whang, muskadan, 
Striddledum, straddledum, twenty-one!" 

The following counting-out rhyme is famous in literary annals 



Counting-Out ; Choosing Sides 39 

as having been taught to Sir Walter Scott before his open fire by 
that dainty little maiden, Marjorie Fleming: — ■ 

"Wonery, twoery, tickery seven; 
Alibi, crackaby, ten and eleven; 
Pin, pan, muskydan; 
Tweedle-um, twoddle-um, 
Twenty -wan; eeerie, ourie, owrie, 
You, are, out!" 

The following are old and popular forms: — 

''Enna, mena, mina, mo, "Aina, maina, mona, mike; 

Catch a nigger by the toe; Bassalona, bona, strike; 

If he hollers, let him go, Hare, ware, frown, hack; 
Enna, mena, mina, mo!" Halico, balico, wee, wo, wy, whack!" 

''Monkey, monkey, bottle of beer; "Little fishes in a brook. 
How many monkeys are there here? Father caught them with his hook, 
One, two, three, out goes he (or she !) " Mother fried them in a pan, 

Father ate them like a man." 

HOLDERS. — A favorite method of choosing players, especially 
with boys, is that called "holders" or "hand holders." When a 
group of boys decides to play a game, one suddenly shouts, 
"Picker up!" picks up a pebble and hands it to another boy. 
The one who picks it up is called the stone picker, and is "out" 
to start with ; that is, he does not have to take part in the guessing 
of hands which follows. 

Mr. Beard, who has recorded from observation this method of choosing 
players, gives an additional point which the writer has riot happened upon. 
He says that the first player has scarcely shouted "Picker up !" before another 
cries "Wipe-'er-off !" and a third, "Stone holder!" "Picker-up hands the 
stone to Wipe-'er-off. Picker-up is then free. Wipe-'er-off makes a great 
show of wiping the stone off on his trouser leg, and hands it to Stone-holder. 
Wipe-'er-off is then free, and Stone-holder puts his hands behind him," etc. 
This preliminary of handing the stone is often omitted, especially where a 
large group is to play, as the first holder of the stone has in a large group a 
good chance to go "out" as the guessing proceeds. 

The person who holds the stone (a coin, button, or any small 
object may be used) places his hands behind his back so that the 
other players may not know in which hand he disposes the stone, 



40 Counting-Out ; Choosing Sides 

and then holds his closed fists out in front of him, with the backs 
of the hands (knuckles) upward. The first player on his left 
steps forward and touches the hand in which he thinks there is 
no stone. The holder opens that hand ; if the guess has been cor- 
rect, the guesser is "out" and the holder must go through the same 
performance with the next guesser. Should the one who guesses 
touch the hand which holds the stone instead of the empty hand, 
then he must become holder, taking the stone and going through 
the same play with it, the holder from whom he took it being "out." 
In other words, the object of the guessing is to choose the hand 
which is empty, a successful guess putting the guesser out, a wrong 
guess making him the next holder and putting the preceding 
holder out. 

DRAWING CUTS. — In this method of choosing players, a blade 
of grass or hay or a slip of paper is provided for each player in 
the group. These should all be cut of approximately the same 
length, with the exception of one which should be quite short. 
One player, the holder, holds these in a bunch in one hand, first 
getting even all of the ends that are to show. The other ends are 
concealed in the hand, so that it is impossible, by looking at the 
extended ends, to tell which is the short piece. Each player in the 
group then draws one of the slips or pieces, the one who gets 
the short piece being "It." 

If desired, the slips may be put in a hat or box, the players draw- 
ing without looking in. This method is quite suitable for parlor 
games, where it is much used. 

TOSS-UP. — The toss-up is a very simple and popular method of 
choosing players. It consists in tossing a coin in the air and 
allowing it to land on the ground, to see which side will fall 
uppermost, each player having previously chosen a side, or, 
in other words, taken his chance on that side landing upward. 
Generally a coin is used, but a stone will do as a substitute, one side 
being marked. Shells may also be used, the throw to be deter- 
mined by the light or dark side or the convex or concave side fall- 
ing upward. The method of tossing is the same for any of these 
articles. One player tosses the coin in the air, the players having 
chosen "heads" or "tails"; the side of the coin having the date 
on it is called " heads," the other side " tails." The side wins which 



Counting-Out ; Choosing Sides 41 

falls uppermost. If a coin or shell does not He flat on the ground, 
but rests edgewise, the toss does not count. When this method is 
used by a group of players, each player is considered out who makes 
a lucky guess. Any player who guesses the wrong side takes the 
next turn for tossing the coin. Sometimes it is required that the 
choice (of heads or tails) shall be made while the coin is in the air, 
probably to avoid any juggling on the part of the tosser. 

RACING ; LAST OVER ; ETC. — A popular method of determining 
who shall be "It" for a game is for the players to race to a certain 
point, the last one to reach it being "It." Or one of a group of 
players deciding on a game may say "Last over the fence!" 
when all climb or vault over a fence, the last one over being 
"It." In the gymnasium this method is sometimes used when the 
players are grouped in the center of the floor. Upon hearing the 
shout "Last over!" they all scatter and jump over any available 
piece of apparatus, bars, horse, etc., the last one to vault being 
"It." 

The Wabanaki Indians use an interesting method, combining 
counting-out and racing. The players being gathered in a group, 
each player puts out two fingers, resting them on the ground, a 
stone, or any convenient place. A counting-out rhyme is then used, 
one finger being touched for each accent. A finger is doubled 
under whenever a verse ends on it, until only three fingers are left. 
The owners, whether they be two or three players, immediately 
start on a run, the counter chasing them. The one caught is 
"It." 

Some games have each their own distinctive method of choosing 
players, as in Duck on a Rock. These methods are described 
with the games wherever they have been obtainable. 

CHOOSING SIDES. — For many games the players are divided into 
two opposing groups or teams. When there is no special leader or 
captain for each group, some of the above methods of counting- 
out or choosing are used for assigning players to one side or the 
other. In most games, however, where there are opposing groups, 
a captain or leader is first selected. This part sometimes goes to 
the person who first shouts for it, but it is more usual for the players 
to choose captains, as special qualities are generally needed in per- 
sons in that position, and even young children are glad to place 



42 Counting-Out ; Choosing Sides 

themselves under strong leadership. Captains or leaders, however, 
may be chosen by any of the previously mentioned methods, or 
they may be selected by a teacher or leader. 

Two captains or leaders having been chosen, each chooses his 
own players, the choice being made alternately one at a time, the 
first captain selected generally having first choice. A good captain 
will select his players for the playing qualities needed in the particular 
game to be played. These qualities will vary in different games, 
and different players may be chosen for excellence in one par- 
ticular direction, such as swift running, agile dodging, boldness 
in giving dares and taking risks; in ball games, skill in catch- 
ing or throwing, or other forms of play; and in all games, the 
ability to "play fair," and to cooperate generously and with good 
temper. A player may be unskillful, and yet very valuable as a 
general helper if he possesses the qualities for cooperation. The 
unpopular player is nearly always a selfish person, one who dis- 
regards rules or tries to win unfairly. Aside from the general 
contempt engendered by such qualities, a player having them is 
undesirable because he gets his side into disputes or runs a greater 
risk of increasing the opponent's score with fouls. 



MISCELLANEOUS ACTIVE GAMES 



MISCELLANEOUS ACTIVE GAMES 

ALL UP RELAY 

. J to 60 or more players. 
Playground; gymnasium; schoolroom. 

The players are divided into two or more groups of like numbers 
which compete against each other. The different groups line up 
in single file behind a starting line drawn on the ground. Directly 
in front of each team, at the opposite end of the running space 
(which should be from twenty to fifty feet long), are drawn two 
circles, each three feet in diameter, and placed side by side, with 
rims touching. In one of the circles of each pair three Indian 
clubs are placed. 

On a signal, number one of each file runs forward and with one 
hand only, changes the clubs from one circle to the other. Each 
club must be made to stand, and none must touch the outline of 
the circle. As soon as each player finishes this, he runs back to 
his file, touches the next player on the hand, and passes off, back 
of the line. The second player should be waiting for this '^ touch- 
off" with toe on the starting line and hand outstretched. 

This second player, on receiving the touch-off, runs forward to 
the circles and changes the clubs from the second ring back to the 
first, observing the same rules of procedure. Each player, in turn 
does this, the file winning whose last player is first to dash over the 
starting line on his return. 

This is a very popular game for athletic contests, especially for younger 
girls. When used in this way, an especially careful observation should be kept 
for fouls by official judges. One foul is scored against a team for (a) each 
time a runner starts over the Hne without the "touch-off"; {h) each time both 
hands are in play at once in changing the clubs; (c) each club that is not 
replaced after falling; {d) each club that is left standing anywhere but within 
the circle for which it was intended. When played thus, according to strict 
athletic rules, the teams win in the order of finishing plus the smallest score on 

45 



46 Miscellaneous Active Games 

fouls. Thus, if team A finishes first with six fouls, team B finishes second 
with four fouls, and team C finishes third with no fouls, team C wins, being 
given first place, team B second place, and team A third place. 
Teams Order of Finishing Number of Fouls Order of Winning 

A I 6 3 

B 2 4 2 

C 3 o I 

ANIMAL BLIND MAN'S BUFF 

10 to JO or more players. 

Parlor; gymnasium; playground. 

One player is blindfolded and stands in the center of a circle 
with a wand, stick, or cane in his hand. The other players dance 
around him in circle until he taps three times on the floor with 
his cane, when they must stand still. The blind man thereupon 
points his cane at some player, who must take the opposite end of 
the cane in his hand. The blind man then commands him to make 
a noise like some animal, such as a cat, dog, cow, sheep, lion, don- 
key, duck, parrot. From this the blind man tries to guess the name 
of the player. If the guess be correct, they change places. If 
wrong, the game is repeated with the same blind man. 

The players should try to disguise their natural tones as much as 
possible when imitating the animals, and much sport may be had 
through the imitation. Players may also disguise their height, to 
deceive the blind man, by bending their knees to seem shorter or 
rising on toes to seem taller. 

Where there are thirty or more players, two blind men should 
be placed in the center. 

There is much sport in this game for either children or adults or both 
together. The author has known it to be the occasion for great merriment 
under all three circumstances. 

ANIMAL CHASE 

10 to JO or more players. 

Playground; gymnasium. 

Two pens are marked off in distant corners of the playground. 
One player, called the chaser, stands at one side of one of these 



Miscellaneous Active Games 47 

pens. The other players stand within the pen that is nearest the 
chaser. All of the players in the pen are named for different 
animals, there being several players of each kind. Thus there 
may be a considerable number each of bears, deer, foxes, etc. 
The chaser calls the name of any animal he chooses as a signal for 
the players to run. For instance, he may call "Bears!" where- 
upon all of the players who represent bears must run across to 
the other pen, the chaser trying to catch them. 

Any player caught before reaching the opposite pen changes 
places with the chaser. 

The particular point of difference between this and some other similar 
chasing games is that the chaser may not know just which of the players in the 
pen will start out in response to the name of the animal that he calls. 

ARROW CHASE 

8 to 16 players. 

Out of doors. 

This game is especially adapted to surroundings where a very 
devious chase may be given, with many opportunities for the 
runners to go out of sight, double back on their course, etc., as 
in a village. 

The players are divided into two parties. One of these parties, 
each member having a piece of chalk, starts out on a run over any 
route chosen by their leader. Every ten feet the runners must 
chalk a small arrow somewhere along their path, the object of 
the hunting party being to overtake these runners, discovering 
their course by the arrows. No attempt is made to get back to a 
goal, as in many other games of chase. 

The hunting party at the starting place counts two thousand 
to give the runners a full start, and then pursues them. The run- 
ners will use all possible finesse in making it difficult to find their 
arrows, although it is a rule of the game that the arrow must be in 
plain sight, though not necessarily from the point of view of the 
course taken. It may be marked on the farther side of a post, 
stone, etc., or at a considerable height, or near the ground, but 
never under a ledge or where it might not be seen plainly by any 
one standing in front of it. 



48 Miscellaneous Active Games 

The runners will naturally take a course that will eventually 
bring them back to the starting point, the chasers, however, try- 
ing to overtake them before they can accomplish this. 

AUTOMOBILE RACE 

20 to JO players at once. 
Schoolroom. 

This schoolroom game is played with most of the class sitting, 
being a relay race between alternate rows. The first child in each 
alternate row, at a signal from the teacher, leaves his seat on the 
right side, runs forward around his seat and then to the rear, 
completely encircling his row of seats, until his own is again reached. 
As soon as he is seated, the child next behind him encircles the row 
of seats, starting to the front on the right side and running to the 
rear on the left side. This continues until the last child has en- 
circled the row and regained his seat. The row wins whose last 
player is first seated. The remaining alternate rows then play, and 
lastly the two winning rows may compete for the championship. 

The interest may be increased by calling the race an international 
one, the teacher providing small flags of different nations, or the 
children may cut and paint these of paper. The first child in each 
row chooses the country he will represent by the selection of a flag 
at the beginning of the game. This he places on the rear desk, and 
it is held aloft by the last player when he regains his seat, indi- 
cating that his country has come in first, second, etc., in the auto- 
mobile race. 

BARLEY BREAK 

6 to 18 players. 

Playground; gymnasium. 

A long, narrow strip of ground is needed for this game, divided 
into three spaces measuring from ten to fifty feet square. The 
central one of these three spaces is called the barley field. In each 
of the three stands a couple of players (or more, as hereinafter 
described) . The couple in the center is obliged to link arms ; 
therefore the center place is the most difficult and considered dis- 



Miscellaneous Active Games 49 

advantageous. The couples in the other spaces advance, singly 
or together, into the barley field, trampling the barley by dancing 
around the field as much as they can without being caught. These 
couples need not link arms. When one of these is caught, he must 
remain inactive in the barley field until his partner is also caught. 
The couple owning the barley field may not step beyond its limits, 
nor may the couple being sought take refuge in the field opposite 
to their own. When the two are caught, they become warders of 
the barley field, changing places with the previous couple, and 
any others who have been caught return to their own fields. The 
game is made interesting by not confining the effort to catching 
two members of the same couple in succession. Both couples in 
the adjoining fields should venture far into the barley, taunting the 
couple who have linked arms by calling '' Barley break!" These, 
in turn, will assist their object by making feints at catching one 
player and turning suddenly in the opposite direction for another. 
The number of players may be increased by putting three couples 
in the center (barley field) and two or three couples at each end. 

This game is centuries old and used to be played at harvest time around 
the stacks in the cornfields. 

BASTE THE BEAR 

10 to JO or more players. 

Playground; gymnasium; parlor. 

One player is chosen to be bear, and sits in the center on a stool. 
The bear chooses a second player to be his keeper. The keeper 
stands by the bear, each of them holding an end of a short rope 
about two feet in length and knotted at either end to give a firm 
hold. The rest of the players stand around in a circle inclosing 
these two. The object of the players is to tag (baste or buffet) 
the bear, without themselves being tagged by the bear or his keeper. 
The players may only attack the bear when the keeper calls " My 
bear is free ! " Should a player strike at the bear before the keeper 
says this, they change places, the striker becomes bear, the former 
bear becomes the keeper, and the keeper returns to the ring. The 
keeper does his best to protect his bear by dodging around him on 
all sides to prevent the attacks of the players who dodge in from the 



50 Miscellaneous Active Games 

circle to hit him. Should the keeper or bear tag any player, the 
same exchange is made; that is, the player tagged becomes bear, 
the former bear the keeper, and the keeper returns to the ring. 

Should a rope not be conveniently at hand, the game may be 
played in any of the three following ways: (i) by the bear and his 
keeper clasping hands ; (2) a circle may be drawn around the bear 
beyond which the keeper may not go ; (3) the keeper may be 
subjected to the general rule of not going more than two steps away 
from the bear in any direction. 

Where there are more than thirty players, two or more rings 
should be formed, each having its own bear and keeper. 

This is an old game, popular in many countries. It contains excellent 
sport, with opportunity for daring, narrow escapes, and much laughter. 

BEAR IN THE PIT 

10 to JO players. 
Playground; gymnasium. 

A bear pit is formed by the players joining hands in a circle with 
one in the center as the bear. The bear tries to get out by breaking 
apart the bars (clasped hands), or by going over or under these 
barriers. Should he escape, all of the other players give chase, the 
one catching him becoming bear. 

This is a favorite game with boys, and is not so rough a game as 
Bull in the Ring, the means of escape for the bear being more varied. 
He can exercise considerable stratagem by appearing to break 
through the bars in one place, and suddenly turning and crawling 
under another, etc. 

BEND AND STRETCH RELAY 

10 to 60 players. 

Schoolroom. 

This game consists in a sideways passing of two bean bags and 
two dumb-bells alternately. This amount of apparatus should be 
placed on the floor in the outer aisle beside each player in one of 
the outside rows, say that to the left of the pupils. 



Miscellaneous Active Games 51 

On the command "Go !" each player in this first row picks up 
a dumb-bell, raises it overhead, and there passes it to his own right 
hand, which is then extended sideways at shoulder level, where the 
next player takes it. The dumb-bells are passed across the room 
in this manner, each player stretching his arms high overhead, 
when he passes the bell from his left to his right hand. The last 
player who receives the bell places it on the floor beside him in 
the outer aisle. 

As soon as the first player has passed the first dumb-bell, he 
picks up a bean bag by bending down to the left, then straightens 
upward, passes the bag over his head to his own right hand, and 
then bends deeply to the right and places the bean bag on the floor 
at his right side. He immediately straightens to an erect position, 
when the next player bends, takes up the bag, passes it over his 
head, and bends to place it on the floor at his right side. 

As soon as he has disposed of the first bean bag, the leader of 
each line reaches for the second dumb-bell. This time the bell is 
passed simply from hand to hand in front of the body instead of 
overhead. 

As soon as the second bell has left his hand, the leader of each 
line picks up the second bean bag, which is the last piece of appara- 
tus to be passed. The passing of the second bean bag is different 
from that of the first. The pupils face sideways to the left, their 
feet resting in the aisle, and drop the bag behind them to the floor 
with both hands, at the same time bending slightly backward. 
The next player bends forward, picks up the bag with both hands, 
and then leans backward, with his hands stretched high overhead, 
and drops the bag in his turn in the aisle behind him. The line 
wins whose last player first receives the second bean bag. The 
player in the last line receiving this bean bag should stand in- 
stantly and hold the bean bag high overhead, the winning line 
being selected by this signal. 

This game was originated by Mr. Joseph Cermak, of Chicago, and submitted 
in a competition for schoolroom games conducted by the Girls' Branch of the 
Public Schools Athletic League of New York City, in 1906. This game was 
one that received honorable mention, and is here published by the kind per- 
mission of the author, and of the Girls' Branch, and of Messrs. A. G. Spalding 
8l Brothers, publishers of the handbook in which the game first appeared. 



52 Miscellaneous Active Games 

BIRD CATCHER 

10 to 60 players. 

Schoolroom; playground. 

Two opposite corners are marked off at one end of the ground or 
room, the one to serve as a nest for the birds and the other as a cage. 
A mother bird is chosen, who takes her place in the nest. Two 
other players take the part of bird catchers and stand midway 
between nest and cage. If played in the schoolroom, the remaining 
players sit in their seats; if in a playground, they stand beyond a 
line at the farther end of the ground which is called the forest. 
All of these players should be named for birds, several players 
taking the name of each bird. The naming of the players will be 
facilitated by doing it in groups. If in the class room, each row 
may choose its name, after which the players should all change 
places, so that all of the robins or orioles will not fly from the same 
locality. 

The teacher calls the name of a bird, whereupon all of the players 
who bear that name run from the forest to the nest, but the bird 
catchers try to intercept them. Should a bird be caught by the 
bird catcher, it is put in the cage, but a bird is safe from the bird 
catchers if it once reaches the nest and the mother bird. The play- 
ers should be taught to make the chase interesting by dodging in 
various directions, instead of running in a simple, straight line for 
the nest. 

The distance of the bird catchers from the nest may be deter- 
mined with a little experience, it being necessary to place a handicap 
upon them to avoid the too easy capture of the birds. 

BLACK AND WHITE 

10 to 100 players. 

Gymnasium; playground; parlor; schoolroom. 

One player is chosen as leader, the rest being divided into two 
equal parties. Each player in one party should tie a handkerchief 
on the left arm to indicate that he belongs to the Whites ; those 
in the other division are called the Blacks. The players stand 



Miscellaneous Active Games 53 

around the ground promiscuously, the Whites and Blacks being 
mingled indiscriminately. 

The leader is provided with a flat disk which is white on one side 
and black on the other, and preferably hung on a short string to 
facilitate twirling the disk. He stands on a stool at one side or 
end and twirls this disk, stopping it with one side only visible to the 
players. If the white side should be visible, the party known as 
the Whites may tag any of their opponents who are standing up- 
right. The Blacks should therefore drop instantly to the floor, 
as in Stoop Tag. Should the black side of the disk be shown, the 
party of Blacks may tag the Whites. Any player tagged drops out 
of the game. The party wins which puts out in this way all of 
its opponents. The leader should keep the action of the game 
rapid by twirling the disk very frequently. 

This is an excellent game for keeping players alert, and may be the source 
of much merriment. 

BLACKBOARD RELAY 

10 to 60 players. 

Schoolroom. 

As here explained, this game is adapted to grammar (sentence construc- 
tion, and punctuation). It may be made to correlate with almost any school 
subject, as explained. 

The class is seated with an even number of pupils in each row. 
A piece of crayon is given to the last players in each row, all of whom 
at a given signal run forward and write on the blackboard at the 
front of the room a word suitable to begin a sentence. Upon 
finishing the word each player returns at once to his seat, handing 
the crayon as he does so to the player next in front of him. This 
second player at once runs forward and writes one word after the 
first one, to which it must bear a suitable relation. In this way 
each player in the row adds to the sentence being written by his 
own row, the last player being required to write a word that shall 
complete the sentence, and to add punctuation marks. 

The points scored are 25 for speed (the first row to finish scor- 
ing the maximum, and the others proportionately in the order of 
finishing), 25 for spelling, 25 for writing, and 25 for grammatical 



54 Miscellaneous Active Games 

construction, capitals, and punctuation. The row wins which 
scores the highest number of points. 

The following modes of correlation are suggested for this game : — 

Arithmetic. — Each relay of pupils writes and solves on the blackboard a 
problem dictated by the teacher just before the signal to leave their seats. 
The line wins which has the largest number of problems correct. Multipli- 
cation tables may also be written, one step for each pupil. 

English grammar or punctuation, as explained previously; spelling, the 
teacher announcing the word for each relay as they leave their seats ; authors, 
each pupil to write the name of an author belonging to a certain period or 
country ; each pupil to write the name of some poem, play, story, essay, or 
book by an author whose name is given at the outset of the game; or the 
names of characters from a given literary work or author; or the next line 
or passage from a memorized selection. 

Geography. — The names of mountain ranges, rivers, capital cities, bounda- 
ries, products. 

History. — The names (related to a given period if desired) of famous men — 
statesmen, miUtary men, writers, artists, musicians; of battles, discoveries, etc. 

BLACK TOM 

10 to ^0 or more players. 

Playground; gymnasium. 

Two parallel lines are drawn on the ground with a space of from 
thirty to fifty feet between them. All of the players except one 
stand beyond one of these lines. In the middle territory between 
the lines the one player who is chosen to be It takes his place, and 
cries "Black Tom! Black Tom! Black Tom!" repeating the 
words three times as here given; whereupon the other players 
must all rush across to the opposite line, being chased by the center 
player, who catches any that he may. Any one so caught joins 
him thereafter in chasing the others. 

The particular characteristic of this game lies in the fact that the 
center player, instead of saying " Black Tom, " may trick or tan- 
talize the runners by crying out "Yellow Tom," or " Blue Tom," 
or "Red Tom, " or anything else that he chooses. Any player who 
starts to run upon such a false alarm is considered captive and must 
join the players in the center. This is also true for any player 
who starts before the third repetition of "Black Tom." 

Another way of giving a false alarm is for any one of the center 



Miscellaneous Active Games 55 

players except the original It to give the signal for running. Any 
runner starting in response to such a signal from any of the chasers, 
except the original It, thereby becomes captive and must join the 
players in the center. 

The first one to be caught is center player, or It, for the next 
game. 

The game as here given is played in Brooklyn, N.Y. The same game is 
played in the South under the title of "Ham, ham, chicken, ham, bacon!" 
the word "bacon" being the signal for the run, any player starting without 
hearing it having to join the center players. 

BLIND BELL 

5 to 100 players. 

Parlor; gymnasium; playground. 

All the players but one are blindfolded and scatter promiscuously. 
The one who is not blindfolded carries a bell loosely in one hand, 
so that it will ring with every step.,^ If desired, this bell may be 
hung around the neck on a string or ribbon.; The blindfolded 
players try to catch the one with the bell, who will have to use 
considerable alertness to keep out of the way. Whoever catches 
the bellman changes places with him. 

Where there are over twenty players, there should be two or more bellmen. 
This is a capital game for an indoor party. 

BLIND MAN'S BUFF 

10 to JO or more players. e 

Parlor; gymnasium; playground. 

One player is chosen to be blindfolded and stands in the center. 
The other players join hands and circle around him until the blind 
man claps his hands three times, whereupon the circle stops moving 
and the blind man points toward the circle. The player at whom 
he points must at once step into the circle, and the blind man tries 
to catch him, and when caught must guess who the player is. If 
the guess be correct, they change places. If not correct, or if the 
blind man has pointed at an empty space instead of at a player, the 
circle continues and the game is repeated. The player who is 



56 Miscellaneous Active Games 

called into the circle will naturally try, by noiseless stepping, 
dodging, etc., to give the blind man some difficulty in catching 
him, but when once caught must submit without struggle to exami- 
nation for identification. 

This is one of the oldest recorded games and is found in practically all 
countries. The ancient Greeks called it " Brazen Fly." 

BODY GUARD 

10 to JO or more players. 

Playground; gymnasium. 

A small space is marked off at one end of the ground as a "home" 
or goal. One player is chosen to be the Panjandrum, an important 
personage requiring a body guard. Two other players are chosen 
to be the guard. The game starts with these three players in the 
home ground and the balance of the players at large. The three 
issue forth, with the two players who act as body guard clasping 
each other by the hand and preceding the Panjandrum as a shield. 
The object of the game is for the players at large to touch or 
tantalize the Panjandrum without being tagged by his guard. 

The guard will shift around their charge to avoid these attacks, 
and the Panjandrum himself may evade them by moving around 
his guard. Whenever a guard succeeds in tagging a player, the 
Panjandrum and his guards return at once to the home ; whereupon 
the player tagged changes places with the Panjandrum, and the 
game goes on as before. 

BULL m THE RING 

10 to JO or more players. 

Playground; gymnasium. 

All but one of the players stand in a circle with hands firmly 
clasped. The odd player stands in the center and is the bull. The 
bull tries to break through the ring by parting the hands of any of 
the players. If he breaks through, the two players whose hands 
he parted immediately give chase to him, and the one catching him 
becomes the bull. 

This is a very rough game. 



Miscellaneous Active Games 



57 



BUNCH OF IVT 

20 to 60 or more players. 

Parlor; gymnasium; playground. 

The players in pairs form a ring. The inner player of each 
couple kneels. The outer player of each couple holds the upraised 
hand of the kneeling partner and circles around her, asking the 
following questions. The partners reply as indicated, mentioning 
each time one hour later by the clock, until six o'clock has been 
reached. 

"What time does the king come home?" 

'' One o'clock in the afternoon." 

"What has he in his hand?" 

"A bunch of ivy." 

This dialogue and the accompanying movement of the players 
should be rhythmic and spirited in time. As the kneeling players 
say "A bunch of ivy," they begin clapping their hands in the same 
rapid time; whereupon the outer players run around the entire 
ring to the right until each player has returned to her partner, once 
for one o'clock, twice for two o'clock, etc., until six o'clock has 
been reached. The players change places each time after this series 
of circling, the outer players kneeling, and those who formerly 
knelt, standing. The time of both the dialogue and the running 
should be rapid to keep the game spirited. The larger the circle 
that may be described around each kneeling player by the partner 
the better. 

BUNG THE BUCKET 

10 to JO players. 
Playground; gymnasium. 

This is a game of leapfrog. The players are divided into two 
parties. Half of them form one continuous "back," on which the 
other half jump, one at a time, until all are seated. The players 
who form the "back" stand one behind another, the first player 
resting his head against the stomach of one who stands upright, 
backed by a wall or fence. Each player in turn grasps the coat 



58 Miscellaneous Active Games 

tail or waist of, and rests his head or shoulder against, the player 
next in front. They should thus make one long, even, and solid 
*' back " or row of backs. These are called the buckets. The other 
players are called the bungs, and stand at some little distance to 
get a run for the leap. They will naturally select their best leaper 
as the first of their line, as he may not move forward after he has 
once landed on the backs, and it is desirable that he should leave 
as much space behind him as possible for the others to sit. None 
of the players may move forward after once landing on the backs. 
If all of the bungs succeed in seating themselves without any break 
occurring among the buckets, it counts one in favor of the buckets. 
When such a breakdown occurs, the two parties change places, 
the bungs taking the place of the buckets ; otherwise the game is 
repeated with the same bungs and buckets. The party wins 
which has the highest score to its credit at the end. 

BUYING A LOCK 

5 to JO or more players. 
Playground; schoolroom. 

Oh, here we all go to buy us a lock; 

What kind of a lock shall it be? 
We'll buy a broom handle; if that will not do, 

With a poker we'll try it alone. 
But if neither the broom nor the poker will do, 

We'll open it then with a stone. 

This ganie is suitable for very little children. They stand in a 
long line or rank side by side, holding hands. While repeating the 
verse, one end of the line winds in under the raised arms of the last 
two players at the opposite end, but instead of passing entirely 
through, as in many other winding games, the player next to the 
last only turns far enough to face in three quarters of a circle, or 
so that the players will eventually, when all have so turned, be 
brought into single file, one standing behind the .other. In this 
position the arms are dropped over the shoulder, so that the player's 
own left arm crosses his chest with the clasped hands (his own 
left and his neighbor's right) resting on his right shoulder. Each 



Miscellaneous Active Games 59 

player should clasp his neighbor's hands at the start, so that the 
palm of his own left hand faces forward and the palm of his 
own right hand faces backward. 

When the whole line has been "locked" in this way, the players 
unwind in reverse order, still repeating the verse. 

When players are familiar with the winding and unwinding 
process, the game may be played in circle formation instead of 
line formation ; that is, it will start with all of the players facing 
inward as they clasp hands to form a circle, and the locking or 
winding will bring them facing in single file around the circle. 

This is a favorite game with little girls in China, and is here given with the 
kind permission of Dr. Isaac T. Headland and Messrs. Fleming H. Revell & 
Co., from the book entitled " The Chinese Boy and Girl." 



CAT AND MICE 

5 to 60 players. 
Schoolroom, 

One player is chosen to be cat, and hides behind or under the 
teacher's desk. After the cat is hidden, the teacher beckons to 
five or six other players, who creep softly up to the desk, and when 
all are assembled, scratch on it with their fingers, to represent the 
nibbling of mice. As soon as the cat hears this, she scrambles 
out from under the desk and gives chase to the mice, who may save 
themselves only by getting back to their holes (seajs) . If a mouse 
be caught, the cat changes places with him for the next round of 
the game. If no mouse be caught, the same cat may continue, or 
the teacher may choose another at her discretion. 

A different set of mice should be chosen each time, so as to give 
all of the players an opportunity to join in the game. 

This is a favorite schoolroom game for little children. They should be 
taught to add sport to the play by giving the cat quite a chase before return- 
ing to their seats, instead of seeking safety in the shortest and most direct 
way. 



6o Miscellaneous Active Games 

CAT AND RAT 

10 to JO or more players. 

Playground; gymnasium; parlor. 

One player is chosen for cat and one for rat. The others all 
form a circle with clasped hands. The cat stands outside of the 
circle and the rat inside. The game opens with a conversation 
between the cat and rat. 

The cat says : — 

"I am the cat." 

The rat says : — 

"I am the rat." 

"I will catch you!" 

"You can't!" 

This last defiance is a signal for a chase. The cat tries to get 
into the circle, and the rat tries to evade him. Both may run in 
and out of the circle, but the players will assist the rat by raising 
their hands to let him run under, and they will try to foil the efforts 
of the cat by preventing his breaking through the circle, either 
inward or outward. 

When the rat is caught, he joins the circle and the cat becomes rat, 
a new cat being chosen from the circle players. 

This game is a great favorite with young children, and though very similar 
in its general form to Bull in the Ring, the slight difference of the circle assist- 
ing the rat and hindering the cat makes a great difference in the playing quali- 
ties of the game, rendering it much less rough than Bull in the Ring. 

CATCH AND PULL TUG OF WAR 

10 to 100 players. 
Gymnasium; playground. ' 

Any number of players may engage in this contest, which is 
one of the best for a large number, containing as it does both 
excellent sport and vigorous exercise. 

A line is drawn down the middle of the playing space. The 
players are divided into two parties and stand one party on either 
side of the line. The game starts on a signal and consists in catch- 
ing hold of an opponent by any part of his body, as hand, arm, or 



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Miscellaneous Active Games 6i 

foot, reaching over the line and so pulling him across the bound- 
ary. Any number of players may try to secure a hold on an op- 
ponent and any number may come to his rescue and try to resist 
his being pulled over the line, either by pulling him in the opposite 
direction or by trying to secure a hold on one of the opponents. 
A player does not belong to the enemy until his entire body has been 
pulled over the line. He must then join his captors in trying to 
secure players from across the line. The party wins which has 
the largest number of players at the end of time limits. 

CATCH OF FISH 

10 to 2,0 or more players. 
Playground; gymnasium. 

This is one of the very strenuous games, and affords opportunity 
for some very good exercise and sport. 

A line is drawn across each end of the playground, beyond v/hich 
the players stand in two equal parties, one at one end and one at 
the other. The players of one party clasp hands to form a fish net. 
The players in the other party are fish. At a given signal both 
advance toward the center of the playground, which represents a 
stream, the object of the fish being to swim across to the opposite 
shore without being caught in the net. To do this they will 
naturally dodge around the ends of the net. 

The net should inclose or encircle any fish that it catches. The 
fish so caught may not try to break apart the clasped hands forming 
the net, but may escape only through the opening where the two 
ends come together. Should the net break at any point by an un- 
clasping of hands, the fish are all allowed to escape, and the players 
go back to their respective goals and begin over again. Any fish 
caught in the net are thereafter out of the game until all are caught. 
After the net has made one catch, the sides exchange parts, those of 
the fish that are left forming the new net, and the first net crossing 
to the other side and becoming fish. The two sides thus exchange 
places and parts, until all on one side are caught. 

For a large number of players it is better to have two small nets 
instead of one large one, the dodging being livelier and the progress 
of the game more rapid in every way. 



62 Miscellaneous Active Games 

CATCH THE CANE 

10 to ^0 or more players. 
Playground; gymnasium; schoolroom. 

The players, who should be numbered consecutively, stand in a 
circle or semicircle. One player stands in the center of the circle 
or in front of the semicircle, with his index finger on the top of a 
cane, wand, or closed umbrella, which stands perpendicularly to 
the floor. Suddenly he lifts his finger from the cane, at the same 
time calling the number assigned to one of the players in the circle. 
The person whose number is called must run forward and catch 
the cane before it lies on the floor. If he fails, he must return to his 
place in the circle ; if successful, he changes places with the center 
player. 

This game may have a great deal of sport in it if the action be 
kept lively and the one who is calling the numbers gives them in 
unexpected order, sometimes repeating a number that has recently 
been given, then giving a few in consecutive order, and then skipping 
over a long series, etc. • 

FOR THE SCHOOLROOM. ^ When played in the schoolroom, the 
player with the cane should stand in the center of the front of the 
room. The other players — part of the class at a time — may be 
lined up in front of the first row of desks, or only the players seated 
in the first row of seats may be called, according to the number of 
their row. At the discretion of the teacher this row may change 
to the rear row of seats, each line moving up one seat to make 
room for them. 

This is an admirable game for making alert and active, children 
who are slow or dull. 

CAVALRY DRILL 

10 to 100 players. 

Playground; gymnasium. 

This is a game of leapfrog. 

I. Two players make a back. They stand with backs to the 
jumpers and place their inside hands on each other's shoulders, with 



Miscellaneous Active Games 63 

arms extended at full length to leave a space between. The jumper 
places a hand on each of the inside shoulders. The push will be 
away from the center and the backs will need to brace themselves 
for this. 

11. A back is made by two or more players standing close to- 
gether with sides toward the jumpers, thus making a back several 
widths deep to jump over. 

For whichever form of back is used, any player failing to clear 
the back without touching it is out of the game, the first two 
failing becoming backs for the next round when all have jumped. 
For large numbers of players this may be played as a competition 
between different groups. 

C CENTIPEDE 

g to 12 players. ' 

Gymnasium; seashore. 

The players sit in a circle on the floor, with their feet stretched 
out and mingled in a promiscuous pile. One player, who is leader, 
and stands outside the circle, touches one of the feet (he may mark 
it slightly with a piece of chalk if desired) , and calling on some player 
by name, commands him to tell to whom the foot belongs. When 
this player has named some one, the leader commands the owner 
of the foot to stand up. If the guess be wrong, the leader chases 
the mistaken player and whips him with a knotted handkerchief. 
If the guess be right, the guesser is released from the game, sits 
down at one side, and chooses the next one to be It, while the one 
who was It takes a place in the circle. ^ 

This game lends itself especially to the gymnasium or seashore, where the 
dressing of the feet is inclined to be uniform. 
The game is played by the modern Greeks. 

CHANGING SEATS 

20 to 60 players. 

Schoolroom. * 

This game is played in several different forms. The following 
are very popular. 



64 Miscellaneous Active Games 

Changing Seats — I 

The teacher gives the command, 'Xhange right!" v^hereupon 
each pupil slips from his own seat to the one across the aisle to the 
right, the pupils in the farthest right-hand row standing in the out- 
side aisle. The next order may be, "Change left!" when all of 
the pupils slip back to their own seats, and the row that stood 
resumes its own. 

In the same way the orders, "Change forward!" and "Change 
backward!" may be given, the row of pupils left out each time 
merely standing in the aisles. 

Changing Seats — II 

In this form of the game the players in the displaced row run 
around the room and take the vacant row of seats on the opposite 
side. For instance, the teacher gives an order, "Change left!" 
whereupon all the pupils slip over into the seats next to them on the 
left, the outside row on the left side of the room standing in the aisle. 
The teacher then says "Run!" whereupon the pupils who are 
standing run across the front of the room and take the vacant row 
of seats on the right-hand side. The teacher may then again say, 
"Change left!" whereupon the entire class, as now seated, moves 
one place to the left, the outside players standing in the aisle as 
did their predecessors; on the command "Run!" they, too, run 
across the room and take the vacant row of seats on the right-hand 
side. The command may be given, "Change forward!" after 
which the displaced players run around the side of the room 
and take the vacant places at the rear; or if the command be 
"Backward!" the displaced players run forward and take the 
front row of seats. 

The sport of the game consists in rapid changes and unexpected 
variations in the orders given by the teacher. With right condi- 
tions the command to run may be omitted, the displaced row of 
pupils understanding that they are to run as soon as they stand. 

The action of the game may be slightly quickened by having 
the running row divide, half running around the room in one direc- 
tion and half in the other. For instance, if the players in the right- 



Miscellaneous Active Games 65 

hand row have been displaced, half of them may run to the rear 
of the room to reach the rear half of the outer row of seats on the 
opposite side, and the other half run across the front of the room 
to the forward half of this row of seats. 

CHARLEY OVER THE WATER . 

10 to JO or more players. 

Parlor; gymnasium; playground. 

One player is chosen to be Charley, and if there be more than 
twenty players there should be two or more Charlies, to make the 
action more rapid. Charley stands in the center ; the other players 
join hands in a circle around him and dance around, repeating the 
rhyme : — 

" Charley over the water, 
Charley over the sea. 
Charley catch a blackbird, 
Can't catch me ! " 

As the last word is said, the players stoop, and Charley tries to tag 
them before they can get into that position. Should he succeed, 
the player tagged changes places with him. 

CHICKADEE -DEE 

5 to 10 players. 

Dark room. 

This game is a good one for the loft of an old bal^n on a rainy day. 
The writer obtained the game from a group of boys, who found it 
one of their chief sports used in this way. 

It is necessary to prepare in advance a rather large, soft bag; 
an oat sack or potato bag may be used. This should be nearly 
filled with dry leaves or some substitute, and the end gathered up 
and tied with a string, so as to leave quite a hilt or handle for a firm 
grasp. All light is shut out of the place, so that the sense of 
hearing will be the only guide in the game. 

One player, who is It, is seated on the floor in the center of the 
loft or room, and holds the sack. The object of the game for this 



66 Miscellaneous Active Games 

player is to tag or touch any of the other players with the sack with- 
out leaving his sitting position on the floor. The object of the 
other players, who are scattered promiscuously, is to approach 
as near as possible to the center player, taking him unaware, with 
a taunting cry of "Chickadee-dee!" close to his ear. 

The game starts in perfect silence and darkness. A player steals 
up to the center man, calls " Chickadee-dee !" and darts back again 
as quickly as possible, the center man whirling his bag around in a 
circle and hitting out with it in the direction of the voice, trying to 
hit this player. While he is doing this, another player from some 
other direction repeats the call of "Chickadee-dee!" close to his 
ear, and darts back or dodges. Any tactics may be used for dodg- 
ing, such as dropping to the floor, jumping, or the more usual modes 
of dodging. 

Any player hit with the bag exchanges places with the one in the 
center. 

p CHICKEN MARKET 

5 to 20 or more players. 
Indoors; out of doors. 

This is one of the traditional dramatic games. 

'One player is chosen to be market man and another buyer; 
the rest of the players are chickens ; they stoop down in a row and 
clasp their hands under their knees. The buyer approaches the 
market man and asks, "Have you any chickens for sale?" The 
market man answers, "Yes, plenty; will you walk around and try 
them?" Whereupon the buyer goes up to different chickens and 
tests them by laying over the head his clasped hands, palms 
downward and pressing inward. The buyer pretends to be dis- 
satisfied with some of the chickens, saying, "This one is too tough," 
"This one is too old," "This one is too fat," etc., until at last he 
finds one that suits him, the chickens being supposed to go through 
this ordeal without smiling. 

When a chicken is found that appears to be satisfactory, the buyer 
and the market man take him by the arms, one on either side, he 
still remaining in his first position with hands clasped under the 
knees, and swing him forward and backward three times. Should 



Miscellaneous Active Games 67 

he stand this test without loosening his own grasp, he is supposed 
to be all right, and the buyer Jeads him off to the opposite side of 
the playground, or home. The game continues until all of the 
chickens are sold. Any chicken that smiles, or whose arms give way 
in the swinging test, must pay a forfeit, all of the forfeits being re- 
deemed at the close of the game. Where there are more than ten 
players, there should be two or more buyers and sellers. 

This game is played in various countries: in England as a "Sale of Honey 
Pots," in China as a "Fruit Sale," etc. The version here given is from Italy. 



CHIGKIDY HAND 

5 to JO or more players. 

Playground; gymnasium. 

One player is chosen to be It, and stands near a post with the 
fingers of his hands interlocked. The other players, each clasping 
his own hands in the same way, crowd around the post and touch it 
with the clasped hands. The one who is It counts ten, whereupon 
the players all run, the one who is It trying to tag any of them. 
None of the players may unclasp their hands until they are tagged, 
whereupon they are prisoners and clasp hands with It, forming a 
line which thereafter is the tagging line, though only the original 
It may tag the other players. The game is a contest between 
the tagging line, which tries to recruit and retain its numbers, 
and the free players, who try (i) to avoid being captured for the 
tagging line, and (2) to reduce the tagging line by breaking 
through it; but the players in the line must resist this. Each 
time that the line is broken, the one of the two players (whose 
hands were parted) who stands toward the head of the line is 
dropped out of the game. A free player may not be tagged after 
he has thrown himself upon (touched) a pair of hands that he is 
trying to part. The last player caught by the tagging line is the 
winner and becomes It for the next game. 



68 Miscellaneous Active Games 

CHINESE CHICKEN 

5 to JO or more players. , 

Playground; gymnasium; schoolroom; seashore. 

This game is played with small blocks of wood or bean bags. 
Stones, or, at the seashore, bathing slippers, may be used instead. 
These are placed in straight rows of five to fifteen each, with 
intervals of about ten inches between them. The players are 
divided into groups numbering from five to ten each, and line up 
as for a relay race, each before one row of block^ or bags. 

The game is played in the same way by each row of players, 
and while the game may be competitive between the different groups, 
in its original form it is for one group only. The first player in a 
group represents a *'lame chicken," and hops on one foot over each 
bag until the end of the line of bags has been reached. The last 
bag is then kicked away by the "lame" (lifted) foot, after which 
it must be picked up and carried back over the same route to the 
first end of the line, when the same player hops back on the oppo- 
site foot, kicks away a second bag, picks it up and returns, and so 
on until he fails. Only one foot may touch the ground at a time, 
and may touch it but once in each space between the bags. No 
bag may be touched except the one at the end of the line, which is 
afterward picked up, and this must be secured without putting 
the lame foot upon the ground. 

When the "chicken" infringes any of these rules, he must at once 
give place to another. The winner is the player who has at the end 
of the game the greatest number of bags. 

This is a Chinese game, taken by kind permission of the author from Miss 
Adele Fielde's A Corner of Cathay. The Chinese children play it with their 
shoes in place of the bean bag or block of wood. 

CHINESE WALL 

10 to 6o or more players. 

Playground; gymnasium. 

The Chinese wall is marked off by two parallel lines straight 
across the center of the playground, leaving a space between them 



Miscellaneous Active Games 



69 



of about ten feet in width, which represents the wall. On each side 
of the wall, at a distance of from fifteen to thirty feet, a parallel 
line is drawn across the ground. 
This marks the safety point or 
home goal for the besiegers. 

One player is chosen to defend 
the wall, and takes his place upon 
it. All of the other players stand 
in one of the home goals. The 
defender calls "Start!" when all 
of the players must cross the wall 
to the goal beyond, the defender 
trying to tag as many as he can as 
they cross ; but he may not over- 
step the boundaries of the wall 
himself. All so tagged join the 
defender in trying to secure the 
rest of the players during future 
sorties. The game ends when all 

have been caught, the last player Chinese wall 

taken being defender for the next game. 



• 
• 

• • 


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.1 

1 




GOAL LINE 


• guard tl 

2; 


GOAL LINE 





This is a capital game for both children and older players, as it affords 
opportunity for some very brisk running and dodging, especially if the play- 
ground be wide. It differs from Hill Dill and several other games of the 
sort in that there is a more limited space in which the center catcher and his 
allies are confined. 



CIRCLE RACE 

10 to JO or more players. 

Playground; gymnasium. 

The players stand in a circle a considerable distance apart and 
face around in single file in the same direction. At a signal all 
start to run, following the general outline of the circle, but each 
trying to pass on the outside the runner next in front of him, tagging 
as he passes. Any player passed in this way drops out of the race. 
The last player wins. At a signal from a leader or teacher, the 



70 Miscellaneous Active Games 

circle faces about and runs in the opposite direction. As this 
reverses the relative position of runners who are gaining or losing 
ground, it is a feature that may be used by a judicious leader to 
add much merriment and zest to the game. 



CIRCLE RELAY 

g to 60 or more players. 
Playground; gymnasium. 

The players stand in three or more divisions in single file, facing 
to a common center. In this formation they radiate like the spokes 



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Circle Relay 



of a wheel. On a signal from a leader, the outer player, af-^ach 
file faces to the right. On a second signal, these outer players all 
run in a circle in the direction in which they are facing. The ob- 
ject of the game is to see which runner will first get back to his place. 



Miscellaneous Active Games 71 

The one winning scores one point for his line. Immediately upon 
the announcement of the score, these runners all step to the inner 
end of their respective files, facing to the center, the files moving 
backward to make room for them. The signals are repeated, and 
those who /are now at the outer end of each file face and then run, 
as did their predecessors. The line scoring the highest when all 
have run wins the game. 

CIRCLE SEAT RELAY 

10 to 60 players. 
Schoolroom. 

This game starts with the players all seated, and with an even 
number in each row. At a signal, the last player in each row runs 
forward on the right-hand side of his seat,. runs around the front 
desk, and returns on the left-hand side of his own row. As soon as 
he is seated, he touches the player next in front on the shoulder, 
which is a signal for this one to start. He runs in the same way. 
This is continued until the last player, which in this case is the one 
sitting in the front seat, has circled his desk and seated himself 
with hand upraised. The line wins whose front player first does 
this. 

This is one of the best running games for the schoolroom. As 
in all such games, seated pupils should strictly observe the rule of 
keeping their feet out of the aisles and under the desks. 

Players must observe strictly the rule of running forward on 
the right-hand side and backward in the next aisle, else there 
will be collisions. 

CLAM SHELL COMBAT 

2 to JO players. 

Out of doors ; seashore. 

Each of the players is provided with an equal number of clam 
shells ; the players then pair off in twos for the combat. Which 
of the two shall have the first play is decided by the players each 
dropping a clam shell from a height of three feet. The one whose 



72 Miscellaneous Active Games 

shell falls with the hollow or concave side down has the first 
play. Should it be a tie, the trials are repeated until one player is 
chosen in this way. The play then opens with the unsuccessful 
player putting a clam shell on the ground, when the opponent 
throws another shell at it, trying to break it. If he succeeds, 
the opponent must put down another shell. This is kept up 
indefinitely, until a player's shells have all been won by the 
opposing thrower, or until the thrower fails to hit a shell, or his 
own breaks in doing so. Whenever one of these things occurs, 
he loses his turn, and must put down a shell for the opponent 
to throw at. The player wins who retains an unbroken shell the 
longest. 

Where there is a considerable number of players, they may 
be divided into opposing parties, the players stepping forward in 
turn at the call of their respective captains. 

This is a Korean game, reported by Mr. Culin. 

CLUB SNATCH 

10 to 60 players. 
Playground; gymnasium, 

r 

This is one of the best competitive chasing games. 

A goal is marked off across each end of the playground. Mid- 
way between the goals, an Indian club is placed ; a handkerchief 
or other similar object may be used, placed on some support — 
on a stake driven into the ground, laid over a rock or stool, or 
hung on the end of a branch. A stone or dumb-bell laid on the 
ground may be substituted. In line with the club a starting base 
is marked on each goal line. 

The players are divided into two equal parties, each having a 
captain. Each party takes its place in one of the goals. The 
object of the game is for one of the runners to snatch the club and 
return to his goal before a runner from the opposite goal tags 
him, both leaving their starting bases at the same time on a signal. 
The players on each team run in turn, the captains naming who 
shall run each time. 

The captains toss for first choice of runners; the one who wins 



Miscellaneous Active Games 



73 



names his first runner, who steps to the running base, whereupon 
the competing captain names a runner to go out against him, trying 
to select one of equal or su- 
perior ability. Thereafter the 
captains take turns as to who 
shall first designate a runner. 



When there is a large number of 
players, or very limited time, a 
different method may be used for 
selecting the runners. All of the 
players should then line up accord- 
ing to size, and number consecu- 
tively by couples. That is, the first 
couple would be number one, the 
second, number two, the third, num- 
ber three, etc. The couples then 
divide, one file going to one team 
and the other to the opposite team. 
The players run thereafter according 
to number, the numbers one com- 
peting, and so on. Each player may 
run but once until all on the team 
have run, when each may be called 
a second time, etc. To avoid confu- 
sion, the players who have run should 
stand on one side of the starting base, 
say the right, and those who have not run, to the left 



xxxxx wxxxxx 



STARTING BASE 



I 

I 

i 

STARTIN 



BASE 

xxxxx 



Club Snatch 



The first runners, having been called by their respective captains 
to the starting bases, run on a signal ; the players ipay reach the 
club together and go through many false moves and dodges before 
one snatches the club and turns back to his goal. Should he 
succeed in reaching the goal before the other player can tag him, 
his team scores one point. Should he be tagged before he can 
return with his trophy, the opponent scores one point. The 
club is replaced after each run. In either case both players 
return to their original teams. 

When each runner has run once, the teams exchange goals and 
run a second time. The team wins which has the highest score at 
the end of the second round. 

For large numbers of players there may be several clubs, each 



74 Miscellaneous Active Games 

having corresponding starting bases on the goals, so that several 
pairs of runners may compete at once. One club for twenty 
players, ten on each side, is a good proportion. fFor young 
players the club may be placed nearer one goal than the other at 
first, as shown in the diagram. 

This is a capital game as here developed with the feature of scoring, and 
may be made very popular. 

cCOGK STRIDE 

J to 15 players. 

Playground; gymnasium. 

This game is usually played with boys' caps, but knotted hand- 
kerchiefs or balls of crumpled paper may be used. One player is 
the cock ; he is blindfolded and stands in a stride position with his 
feet wide apart sideways. The other players stand in turn at a 
point five to ten feet behind him, and throw their caps forward as 
far as possible between his legs. After the caps are all thrown, 
each player moves forward and stands beside his own cap. The 
cock then crawls on all fours, still blindfolded, until he reaches a 
cap. The player whose cap is first touched at once becomes an 
object of chase by the other players, who are at liberty to '' pommel " 
him when he is captured. He then becomes cock for the next 
round of the game. 

CROSSING THE BROOK 

5 to 60 or more players. 

Playground; gymnasium; schoolroom. 

This game is a great favorite with little children. A place rep- 
resenting a brook is marked off by two lines on the ground. For 
little children in the first year of school (about six years old) this 
may start with a width of two feet. The players run in groups 
and try to jump across the brook. Those who succeed turn around 
and jump back with a standing jump instead of a running jump. 
On either of these jumps the player who does not cross the line 
representing the bank gets into the water and must run home for 



Miscellaneous Active Games 75 

dry stockings, being thereafter out of the game. The successful 
jumpers are led to wider and wider places in the brook to jump 
(a new line being drawn to increase the distance), until the widest 
point is reached at which any player can jump successfully. This 
player is considered the winner. 

This game is printed by kind permission of the Alumni Association of the 
Boston Normal School of Gymnastics, from the book One Hundred and Fifty 
Gymnastic Games. 

C CROSS TAG 

5 to JO or more players. 

Playground; gymnasium. 

One player is chosen to be It. He calls out the name of another 
player, to whom he at once gives chase. A third player at any 
point in the chase may run between the one who is It and the one 
whom he is chasing, whereupon this third player becomes the ob- 
ject of the chase instead of the second. At any time a fourth 
player may run between this player and the chaser, diverting 'the 
chase to himself, and so on indefinitely. In other words, whenever 
a player crosses between the one who is It and the one being chased, 
the latter is at once relieved of the chase and ceases to be a fugitive. 
Whenever the chaser tags a player, that player becomes It. Con- 
siderable sport may be added to the game by the free players 
tryuig to impede the chaser and so help the runner, — getting in 
the way of the former without crossing between the two, or any 
other hindering tactics. • 

DO THIS, DO THAT 

10 to 60 or more players. 

Playground; gymnasium; schoolroom; parlor. 

All the players stand facing one of their number who is the leader. 
The one who is leader assumes any gymhastic position or imitates 
any action, at the same time saying "Do this!" and the others 
immediately imitate. Should the leader at any time say "Do 
that!" instead of "Do this!" any player who imitates the action 
performed must be seated, or pay a forfeit, whichever form of pen- 



76 Miscellaneous Active Games 

alty has been decided on at the beginning of the game. Three 
mistakes of this kind put a player out of the game, even when 
forfeits are the penalty. 

The leader may choose any gymnastic positions that are familiar, 
such as chargings, head bendings, trunk bendings, arm movements, 
knee bendings, hopping, jumping, dancing steps, etc. ; or imitate 
familiar actions such as hammering, sawing, washing, ironing, 
sewing, stone cutting, shoveling, riding horseback, etc. 



DOUBLE RELAY RACES 

10 to 100 players. 

Schoolroom; playground; gymnasium. 

First two rows (Nos. i to 14) stand in aisle II and give way 
to rear to starting point. Third row (Nos. 15 to 21) stand in 
aisle III, march forward and around to right into aisle I, bringing 
entire 21 pupils into formation, as indicated for Team A on dia- 
gram. Fifth and sixth rows (Nos. 22 to 35) stand in aisle VI and 
give way to rear to starting point. Fourth row (Nos. 36 to 42) 
stand in aisle V, march forward and around to left into aisle VII, 
bringing entire team, Nos. 22 to 42, into formation as indicated 
for Team B on diagram. 

First Relay 

At commands, ''Ready, go!" Nos. i and 22, the two leaders of 
the two teams, walk to wall in front of them at W/A and W/B, 
touch the wall, return down aisles III and V respectively, and con- 
tinue up aisle IV to teacher's desk. When the two leaders, i and 
22, touch the wall, Nos. 2 and 23 start at the "exchange points," 
X and X, i and 2 touch left hands across desks, and 22 and 23 
touch right hands across desks. At the starting point, i touches 
left hand of 3, who starts as soon as touched, 22 touches right hand 
of 24, who also starts as soon as touched ; so on to the last of each 
team, who finish the game by touching the desks where the leaders 
started. Both teams then "about face" and march back, Team 
A through aisles III, II, and I, and Team B through aisles V, VI, 
and VII, when they are ready for the next relay. 



Miscellaneous Active Games 



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Second Relay 
Same as First Relay, but this time running. 

Third Relay 

Same as Second Relay, but this time each leader starts with 
an eraser, if in the schoolroom, or a dumb-bell in playground, in 



78 



Miscellaneous Active Games 



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his hand and gives it to the next pupil at ''exchange point," each 
successive pupil repeating the exchange at that point. The third 
and succeeding pupils must wait at each starting point until 
''touched" before starting. 



Miscellaneous Active Games 



Fourth Relay 



79 



Same as Third Relay, except that a handkerchief, knotted once 
in the middle, is substituted for the eraser with which each leader 
starts. 

Fifth Relay 

Same as Fourth Relay, except that the leader of each team and 
the pupil behind him each have an eraser (or dumb-bell), and 
when meeting at "exchange points," exchange erasers, the leaders 
giving the second erasers to the pupils on the starting points, and 
so on. 

Sixth Relay 

Same as Fifth Relay, except that two handkerchiefs are used 
instead of two erasers. 

Seventh Relay 

Same as Sixth Relay, except that the handkerchiefs may be 
thrown and caught, instead of being handed or passed to the next 
pupil. 

Cautions ^ 

The value of these games lies in two things, i.e. in the fact that 
after the first two pupils of each team have started and the game 
is really under way, there are four pupils on each team actually 
in motion, and the game moves so fast that each member of each 
team has little time to do anything besides attending strictly to 
the game ; if his team is to have any chance to make a good showing, 
he must be constantly on the alert. The second, and still more 
important, valuable feature of the games, lies in the constant 
exercise of inhibition. Therefore there should be absolutely no 
*' coaching" except by the teacher during training ; care should 
be taken in the First Relay to see that all children actually 
walk; no running; when hands are to be touched, they must he 
touched; when erasers or handkerchiefs are dropped, they must be 
picked up by the ones who dropped them before proceeding with 
the game; if to be exchanged, they must be exchanged. 



8o Miscellaneous Active Games 

The intermingling of the two teams in aisle IV does not affect 
the game in the least. 

Diagram 2 is for a schoolroom of seven rows of seats, and six 
(more or less) deep. The numbers indicate a convenient division, 
and the pupils fall in as before. 

A division of the class into three teams may be made if desired, 
and if there be sufficient aisles. 

These games are suitable for boys or girls or mixed classes. 

Diagram i should be used for schoolrooms seating 42, if seven 
deep ; 48, if eight deep ; 54, if nine deep. 

Diagram 2 should be used for schoolrooms seating 42, but 
facing as indicated; 49, if seven deep. 

Diagram i for a schoolroom with five rows and ten deep, using 
only the outside and next to the outside aisles. 

These games may also be played in the gymnasium or playground. They 
were originated by Mr. J. Blake Hillyer of New York City, and received 
honorable mention in a competition for schoolroom games conducted by the 
Girls' Branch of the Public Schools Athletic League of New York City in 1906. 
They are here published by the kind permission of the author, and of the Girls' 
Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the hand- 
book in which the games first appeared. 

O DROP THE HANDKERCHIEF 

10 to JO or more players. 
Indoors; out of doors. 

All of the players but one stand in a circle. The odd player 
runs around on the outside of the circle, carrying a handkerchief, 
which he drops behind one of the circle players. The main idea 
of the game is to take the circle players unaware with this. Those 
who form the ring must look toward the center, and are not allowed 
to turn their heads as the runner passes them. The one who runs 
around with the handkerchief will resort to various devices for 
misleading the others as to where he drops it. For instance,, he 
may sometimes quicken his pace suddenly after dropping the hand- 
kerchief, or at other times maintain a steady pace which gives no 
clew. 

As soon as a player in the circle discovers that the handkerchief 
has been dropped behind him, he must pick it up and as rapidly 



Miscellaneous Active Games 8i 

as possible chase the one who dropped it, who may run around 
the outside of the circle or at any point through or across the circle, 
his object being to reach the vacant place left by the one who is 
chasing him. The circle players should lift their hands to allow 
both runners to pass freely through the circle. Whichever player 
reaches the vacant place first stands there, the one left out tak- 
ing the handkerchief for the next game. 

This is one of the oldest known games and is found throughout the world. 
The writer has heard it described by Cossacks, Japanese, Italians, and people 
of many other nationalities. 

C DUCK ON A ROCK 

5 to JO or more players. 

Playground; gymnasium. 

Each player is provided with a stone, called a "duck," about 
the size of a baseball. A large rock or post is chosen as the duck 
rock, and twenty-five feet from it a throwing line is drawn. On this 
duck rock one player places his 
duck and stands by it as guard. 
This guard is selected at the outset 
by all of the players throwing their 
ducks at the duck rock from the 
throwing line. The one whose 
duck falls nearest to the rock be- 
comes the first guard. The other 
players stand behind the throwing 
line and take turns in throwing at 
the guard's duck on the rock with 
their stones, trying to knock it from 
the rock. After each throw a duck on a rock 

player must recover his own duck 

and run back home beyond the throwing line. Should he 
be tagged by the guard while trying to do this, he must 
change places with the guard. The guard may tag him at any 
time when he is within the throwing line, unless he stands 
with his foot on his own duck where it first fell. He may stand 
in this way as long as necessary, awaiting an opportunity to run 



DtrCKBOCKah X DUCK GUARD 



THROWING LINE 



82 Miscellaneous Active Games 

home ; but the moment he lifts his duck from the ground, or takes 
his foot from it, he may be tagged by the guard. Having once 
lifted his duck to run home with it, a player may not again place 
it on the ground. 

The guard may not tag any player unless his own duck be on 
the rock. Before he may chase the thrower, he must therefore 
pick up his own duck and replace it should it have been knocked 
off. This replacing gives the thrower an opportunity to recover 
his own duck and run home; but should the duck not have been 
displaced from the duck rock, the thrower may have to wait either 
at a safe distance or with his foot on his own duck if he can get to 
it, until some other thrower has displaced the duck on the rock, 
and so engaged the time and attention of the guard. Several 
players may thus be waiting at once to recover their ducks, some 
of them near the duck rock with a foot on their ducks, others at a 
distance. Any player tagged by the guard must change places 
with him, placing his own duck on the rock. The guard must 
quickly recover his duck and run for the throwing line after tag- 
ging a player, as he in turn may be tagged as soon as the new guard 
has placed his duck on the rock. 

A stone that falls very near the duck rock without displacing 
the duck may also prove disastrous to the thrower. Should a stone 
fall within a hand span (stretching from finger tip to thumb) of 
the duck rock without knocking off the duck, the guard challenges 
the thrower by shouting " Span !" whereupon he proceeds to meas- 
ure with his hand the distance between the duck rock and the 
stone. Should the distance be as he surmises, the thrower of the 
stone has to change places \^ith him, put his own duck on the rock, 
and become the guard. This rule cultivates expert throwers. 

When used in a gymnasium, this game may best be played with 
bean bags, in which case one bag may be balanced on top of an 
Indian club for the duck on the rock. 

The modern Greeks play this game with a pile of stones instead of the one 
rock or stake with the duck on top. The entire pile is then knocked over, and 
the guard must rebuild the whole before he may tag the other players. These 
variations make the game possible under varied circumstances, as on a flat 
beach, or playground where no larger duck rock is available, and add con- 
siderably to the sport. 



Miscellaneous Active Games 83 

DUMB-BELL TAG 

5 to JO or more players. 

Gymnasium; playground; schoolroom. 

The players stand, scattered promiscuously, one of their num- 
ber, who is It, being placed in the center at the opening of the game. 
A dumb-bell is passed from one player to another, the one who is 
It trying to tag the person who has the dumb-bell. If he succeeds, 
the one tagged becomes It. 

A great dealoriSnesseTnary'be used in this game; in appearing 
to hand the dumb-bell in one direction, turning suddenly and hand- 
ing it in another, etc. Players may move around freely, and the 
action is frequently diversified with considerable running and 
chasing. 

In the schoolroom this may be played either with the players 
seated or standing. 

C EVERY MAN IN HIS OWN DEN 

5 to JO or more players. 

Playground; gymnasium. , 

Each player selects for himself a den ; a post, tree, or other ob- 
jective point may serve for this, or the corner of a building, or if 
in a gymnasium, a piece of apparatus. 

One player opens the game by running out from his den. The 
second player tries to catch (tag) him. The third player may try 
to catch either of these two, and so on. The object of the differ- 
ent players is to make captives of the others, as any player caught 
must thereafter join his captor in trying to catch others, thus 
eventually aggregating the different players into parties, although 
each starts separately, and any one may be the nucleus of a 
group should he be successful in catching another player. The 
players may only be caught by those who issue from a den after 
they themselves have ventured forth. For instance, Number Two 
goes out to catch Number One. Number Three may catch either 
Two or One, but neither of them may catch him. The last player 
out may catch any of the other players. At any time a player 



84 Miscellaneous Active Games 

may run back to his den, after which his again issuing forth gives 
him the advantage over all others who may then be out, as he 
may catch them. As the players are gradually gathered into 
different parties, the game becomes more concentrated, and the 
side wins that captures all of the players. 

One player may catch only one opponent at a time. 

EXCHANGE 

(Numbers Change; French Blind Man's Buff) 
10 to 30 or more players. 
Parlor; gymnasium; playground. 

One player is blindfolded and stands in the center. The 
other players sit in chairs in a circle around him. It is advis- 
able to have the circle rather large. The players are numbered 
consecutively from one to the highest number playing. 

The game may start with the players sitting in consecutive 
order, or they may change places at the outset to confuse the 
blindfold player, although the changing of places takes place 
very rapidly in the course of the game. The blindfold player 
calls out two numbers, whereupon the players bearing those num- 
bers must exchange places, the blindfold player trying mean- 
while either to catch one of the players or to secure one of the 
chairs. Any player so caught must yield his chair to the catcher. 
No player may go outside of the circle of chairs, but any other 
tactics may be resorted to for evading capture, such as stooping, 
creeping, dashing suddenly, etc. 

This game may be one of the merriest possible games for an informal house 
party. The writer recalls one such occasion when a prominent manufacturer 
was blindfolded and had located two players whose numbers he called for ex- 
change, one of them a newly graduated West Point lieutenant, the other a 
college senior. The business man stood in front of the chair occupied by the 
lieutenant and close to it, taking a crouching attitude, with his feet wide apart 
and arms outspread ready to grasp the victim when he should emerge from his 
chair. Noiselessly the lieutenant raised himself to a standing position in his 
chair, and then suddenly, to shouts of laughter from the company, vaulted over 
the head of his would-be captor, while at the same moment the collegian 
crawled between his feet and took possession of the chair. 



V 



Miscellaneous Active Games 85 

FARMER IS COMING (THE) 



10 to JO or more players. 

Playground; gymnasium. 

One player, chosen to be the farmer, is seated. The remaining 
players, standing at a distance, select a leader who taps some of 
them on the shoulder as an invitation to go with him to the 
farmer's orchard for apples. Thereupon they leave their home 
ground, which has a determined boundary, and approach as near 
to the farmer as they dare. The game is more interesting if they 
can do this from various sides, practically surrounding him. Sud- 
denly the farmer claps his hands and all players must stand still, 
while the leader calls out, "The farmer is coming !" The players 
try to get safely back to their home ground, the farmer chasing 
them. He may not start, however, until the leader has given his 
warning. Any player caught by the farmer changes places with 
him. 

For the parlor or class room. — This game adapts itself well to indoor use, 
the farmer sitting on a chair in the middle of the room if in a parlor, or at the 
teacher's desk if in a schoohoom. The players are home when in their seats, 
and the farmer, to catch them, must tag them before they are seated. 

This is a particularly enjoyable game for an older persbn to play with chil- 
dren, the former enacting the farmer. 

FENCE TAG 

4 to JO or more players. 

Indoors; out of doors; schoolroom. 

This game is a great favorite with boys for outdoor play, but 
may also be used in the gymnasium, various pieces of apparatus 
being used in lieu of a fence. 

A certain length of fence is chosen for the game. The one who 
is It gives the other players a slight start in which to vault 
over the fence, when he immediately vaults over and tries to tag 
them. This tagging may be done only when both players are on 
the same side of the fence. 

The dodging is made almost or quite entirely by vaulting or 
dodging back and forth across the fence within the length or boun- 



86 



Miscellaneous Active Games 



daries previously determined. Any player tagged must change 
places with the one who is It. 

FOR THE SCHOOLROOM. — This game may be used in the school- 
room by vaulting over the seats. When played in this way, it is 
not allowable to reach across seats or desks to tag a player. The 
tagging must be done in the same aisle in which the tagger stands. 



FIRE ON THE MOUNTAINS 

10 to JO or more players. 

Playground; gymnasium. 

A number of stools are placed in a circle with considerable 
space between them, there being two stools less than the number 

of players. If played 
out of doors, a stone 
may be used to sit on in 
place of a stool, or the 
players may stand, each 
on a spot or base marked 
on the ground. One of 
the odd players is a 
leader, and sits or stands 
in the center ; the re- 
mainder are circle men 
and take each his place 
on a stool or base, the 
other odd man standing 
anywhere in the circle 
between the bases. The 
object of the game is for 
the circle men to change places on a signal given by the leader, 
each player trying to secure a stool and avoid being the 
odd man. The longer the distance between stools or bases the 
greater the sport. The running must be done in a circle outside 
of the bases, and no crosscuts through the circle are allowed. The 
player in the center repeats in rapid time the following lines : — 














® 




® 


® 












® 




® 









ODD PU YER "C ) 



Fire on the Mountains 



Miscellaneous Active Games 87 

" Fire on the mountain, run, boys, run ! 
You with the red coat, you with the gun, 
Fire on the mountains, run, boys, run ! " 

At any time, at the close of the verse, or unexpectedly, by way of 
interruption to it, the center player will call "Stool !" or ''Base 1" 
when all of the players must change bases. There will thus be 
one odd player left out. This player then steps one side and is out 
of the game, taking with him a stool belonging to one of the players, 
so that the number of stools is reduced by one ; if bases are used, 
one is crossed out to show it is out of the game. The center player, 
who remains caller throughout, then repeats the verse and the 
signal for changing. 

For each round of the game one player and one stool are taken 
out of the circle, until but two players and one stool are left. These 
two finish the game by circling the stool and some objective point 
a couple of yards away; when the signal to change is then given, 
the last one of the two to reach the stool becomes the leader for 
the next game. 

VARIATION. — This game may be played without eliminating a 
player for each round. In this form, each player who is left out 
when stools or bases are taken must pay a forfeit, but continues 
actively in the game. The forfeits are redeemed Vhen each player 
has been odd man at least once. 

In this form of the game, instead of having one leader throughout, 
the leader (center man) should try to secure a stool for himself 
when the others change, the odd man becoming leader. There 
should then be but one stool or base less than the number of players. 

This is a Scotch game, the reference to signal fires on the mountains, to red 
coats, and guns, having an obviously historic origin. 

FLOWERS AND THE WIND (THE) 

4 to JO or more players. 

Indoors; out of doors. 

This game is suitable for little children. The players are 
divided into two equal parties, each party having a home marked 
off at opposite ends of the playground, with a long neutral space 



88 Miscellaneous Active Games 

between. One party represents a flower, deciding among them- 
selves which flower they shaU represent, as daisies, lilies, lilacs, 
etc. They then walk over near the home line of the opposite 
party. The opposite players (who represent the wind) stand in a 
row on their line, ready to run, and guess what the flower chosen 
by their opponents may be. As soon as the right flower is named, 
the entire party owning it must turn and run home, the wind 
chasing them. Any players caught by the wind before reaching 
home become his prisoners and join him. The remaining flowers 
repeat their play, taking a different name each time. This con- 
tinues until all of the flowers have been caught. 

FOLLOW CHASE 

10 to JO or more players. 
Gymnasium; playground. 

The players stand in a circle with arms stretched sideways, 
resting on each other's shoulders, thus making a wide distance 
between. One player is chosen for runner and one for chaser. 
The game starts with the runner in one of the spaces under the 
outstretched arms of the players, and the chaser in a similar po- 
sition on the opposite side of the circle. At a signal from a leader 
both start, the runner weaving in and out between the players or 
dashing across the circle in any way that he sees fit; but the 
chaser must always follow by the same route. If the runner be 
caught, he joins the circle ; the chaser then takes his place as runner 
and chooses another player to be chaser. 

The leader (who may be one of the players) may close the chase 
if it becomes too long by calling "Time!" when both runners 
must return to their places in the circle, new ones taking their 
places. 

For large numbers there may be two or more runners and an 
equal number of chasers, or the players may be divided into 
smaller groups. 

With various modifications, this game is found in many countries. As given 
here, it is of Italian origin. 




1 



H I* 

§ ! 



^J 



Miscellaneous Active Games 89 

FOLLOW THE LEADER y 

5 to 60 or more players. 

Playground; gymnasium; parlor; schoolroom. 

One player, who is especially resourceful or skillful, is chosen 
as a leader. The others all form in single file behind him, and 
imitate anything that he does. The leader aims to keep the line 
moving, and should set particularly hard tasks for them, such as 
climbing or vaulting over obstacles, under others, jumping to touch 
high points or objects, going through difficult feats, jumping cer- 
tain distances, taking a hop, skip, and jump, walking backward, 
turning around while walking, walking or running with a book on 
the head, etc. Any one failing to perform the required feat drops 
out of the game or goes to the foot of the line ; or at the pleasure 
of the players may pay a forfeit for the failure and continue 
playing, all forfeits to be redeemed at the close of the game. 

FORGING THE CITY GATES 

10 to JO or more players. 

Playground; gymnasium. 

Two captains are selected, who alternately choose players until 
all are in two groups. The two sides then line up in two straight 
lines, facing each other about ten feet apart, and holding hands, 
each line representing the gates of a city. The captains dispose 
their men in line as they see fit, but it is advisable to alternate the 
larger or stronger players with the smaller or weaker ones, to 
equalize the strength at the points of attack. The captain of one 
side then names one of his players, who steps forward and tries 
to break through the hands of the opposing side, or he may dodge 
under them. If he does not succeed in one place, he may try in 
another, but may not have more than three trials. Should he 
succeed in breaking the opposing line or dodging under, he returns 
to his side, taking the two whose hands had been parted or evaded, 
as prisoners to reinforce his side. Should he fail in the third at- 
tempt, he is to remain on the side of his opponents. The captains 
alternate turns in sending forth a man to "force the city gates.'* 



90 



Miscellaneous Active Games 



The players taken from the opposing side must thereafter work for 
the side to which they are taken captive, each prisoner being placed 
in the line between two of the original team. The side wins which 
eventually secures all of the opposing players. The action may be 
made more rapid where a large number are playing by sending out 
two or more players at once. 

This is a Chinese game, recorded by Dr. Headland, who has kindly supplied 
additional points to the author. Some modifications for large numbers have 
been found advisable under American school conditions. 



FORTRESS 

10 to 100 players. 

Out of doors; gymnasium. 

This is one of the very strenuous games based on the idea of warfare. The 
underlying idea is exactly opposite to that of Robbers and Soldiers, being a 
game of attack and defense rather than of chase and capture. 

A fortress is marked on the ground, in the shape of a large square 
or oblong, the size differing with the area at disposal and the 
number of players. It should be not less than twenty-five by 



Li 



GUARD LINE 



5 FT. 



FORTRESS BOUNDA-RY 



GUARD LINE 



Fortress 



forty feet in dimensions. One or more sides of this may be situated 
so as to be inclosed by a wall or fence. A line should be drawn 
five feet inside of the fortress boundaries and another five feet 
outside of it; these mark the guard lines or limits for making 



Miscellaneous Active Games 91 

prisoners. Each party should also have its prison — a small 
square marked in the center of the fortress for the defenders, and 
another at some distant point for the besiegers. 

The players are divided into two equal parties, each under the 
command of a general, who may order his men at any time to any 
part of the battle. One party of players are defenders of the 
fortress, and should scatter over it at the beginning of the attack 
and keep a sharp lookout on unguarded parts at any time. The 
other players, forming the attacking party, scatter under the 
direction of their general to approach the fortress from different 
directions. This may be done in a sudden rush, or deliberately 
before attacking. At a signal from their general, the besiegers 
attack the fortress. 

The method of combat is entirely confined to engagements 
between any two of the opposing players, and is in general of the 
nature of a "tug of war." They may push, pull, or carry each 
other so long as they remain upright ; but wrestling or dragging on 
the ground are not allowed. Any player so forced over the guard 
line becomes a prisoner to his opponent and is thereafter out of 
the game. If he be a besieger, captured by a defender, he is placed 
within the prison in the center of the fortress, and may not there- 
after escape or be freed unless the general should make an exchange 
of prisoners. Should he be a defender, pulled over the outer guard 
line by a besieger, he is taken to the prison of the attacking party, 
subject to the same rules of escape. In the general engagement, 
players of equal strength should compete, the strong players with 
strong ones, and vice versa. The commanders should each give 
general directions for this to their men before the engagement 
opens. ' 

The battle is won by either party making prisoners of all of the 
opponents. Or it may be won by the besiegers if one of their men 
enters within the guard line inside the fortress without being 
touched by a defender. Should a player accomplish this, he shouts 
*' Hole's won !" Whereupon the defenders must yield the fortress, 
and the two parties change places, defenders becoming besiegers, 
and vice versa. The possibility of taking the fortress in this way 
should lead to great alertness on the part of the defenders, as they 
should leave no point unguarded, especially a fence or wall which 



92 



Miscellaneous Active Games 



the enemy might scale. The guard line should be drawn inside 
any such boundaries, and a player entering in this way must of 
course get inside the guard line as well as over the fence. The 
attacking party on its part will use all possible devices for dashing 
into the fortress unexpectedly, such as engaging the players on 
one side of the fort to leave an unguarded loophole for entering at 
another. 

The attacking general may withdraw his forces at any time for 
a rest or for conference ; either general may run up a flag of truce 
at any time for similar purposes. Under such conditions the gen- 
erals may arrange for an exchange of prisoners; otherwise there is 
no means of freeing prisoners. 

FOX AND GEESE 

(For other games sometimes known by this title, see Fox Trail, and, in 
the division of Quiet Games, Naughts and Crosses.) 

10 to JO or more players. 
Playground; gymnasium. 

One player is chosen to be fox and another to be gander. The 
remaining players all stand in single file behind the gander, each 
with his hands on the shoulders of the one next in front. The 
gander tries to protect his flock of geese from being caught by the 
fox, and to do this spreads out his arms and dodges around in any 
way he sees fit to circumvent the efforts of the fox. Only the last 
goose in the line may be tagged by the fox, or should the line be 
very long, the last five or ten players may be tagged as decided 
beforehand. It will be seen that the geese may all cooperate with 
the gander by doubling and redoubling their line to prevent the 
fox from tagging the last goose. Should the fox tag the last goose 
(or one of the last five or ten, if that be permissible), that goose 
becomes fox and the fox becomes gander. 

A good deal of spirit may be added to the game by the following 
dialogue, which is sometimes used to open it : — 

The fox shouts tantalizingly, ''Geese, geese, gannio!" 
The geese reply scornfully, "Fox, fox, fannio!" 
Fox, ''How many geese have you to-day?" 



Miscellaneous Active Games 93 

Gander, "More than you can catch and carry away." 
Whereupon the chase begins. 

This game is found in almost all countries, under various names and 
representing different animals. 

FOX AND SQUIRREL 

20 to 60 players. 

Schoolroom. ' 

The players sit in their seats facing toward the aisles, so that each 
two adjacent lines have their feet in the same aisle and face each 
other. The game consists in passing or tossing some object (the 
squirrel), such as a bean bag, basket ball, or hand ball from one 
player across the aisle to another and back again, zigzagging down 
each aisle, to be followed at once by a second object (the fox) ; 
the effort being to have the fox overtake the squirrel before the 
end of the line is reached. 

With very little children, passing is better than tossing ; but with older chil- 
dren, or even with little ones, when more experienced, it is well to use the game 
as a practice for tossing and catching. The action should be very rapid. The 
game makes much sport for young children, and they are very fond of it. 

FOX TRAIL (DOUBLE RIM) 

(Fox and Geese ; Half Bushel) 

(See also Fox Trail {Single Rim).) 

5 to JO or more players. 

Out of doors; indoors; snow. 

This form of Fox Trail, like the Single Rim game, is distinctively a snow 
game, but may be used anywhere that a large diagram may be marked on the 
ground or floor. This game differs from the Single Rim in the size and com- 
plexity of the diagram, there being two rims to the wheel instead of one. It 
also differs in the fact that there is one more player than the number of dens 
for the foxes, and in the methods by which the foxes may run or be chased. 

A large diagram is drawn on the ground, resembling a wheel with 
two rims. In the snow this is trampled with the feet like a path; 
on bare ground or damp sand it may be drawn with the foot or a 
stick; in the gymnasium or on a pavement it may be drawn with 



94 



Miscellaneous Active Games 



chalk. The outer rim should measure from thirty to forty feet 
in diameter; the inner rim should be ten feet from this. Across 
the circles are drawn straight lines resembling the spokes of a 
wheel, the number being governed by the number of players. 
Where these spokes touch the outer rim, a den or goal is marked 
for the foxes, there being one goal less than the number of foxes. 
One player, who is chosen as hunter, stands at his goal in the 
center or hub of the wheel. The balance of the players, who are 




Fox Trail (Double Rim) 

foxes, take each a place in a den on the outer rim, with the excep- 
tion of the odd fox, who stands elsewhere on the rim, trying to get 
a den whenever he can. The object of the game is for the foxes 
to run from den to den without being caught by the hunter. The 
method of running, however, is restricted. Both foxes and hunter 
are obliged to keep to the trails, running only on the lines of the 
diagram. 

It is considered poor play to run from den to den around the outer 



Miscellaneous Active Games 



95 



rim, as there is practically no risk in this. The foxes may run in 
any direction on any trail, on the spokes of the wheel, or on either 
of the rims. They 
may turn off on the 
intersecting trail at 
any point, not being 
obliged to run en- 
tirely across to the 
opposite side of the 
rim, as in the sim- 
pler diagram given 
for the other game of 
this name. No fox, 
however, may turn 
back on a trail; 
having once started, 
he must keep on to 
the next intersecting 
point. Whenever 
the hunter succeeds 
in tagging a fox, the 
two players change places, the fox becoming hunter and the hunter 
fox. 

This game is excellent sport, and is one of the most interesting and popular 
of the chasing games. It is one of the very few distinctive snow games. 

FOX TRAIL (SINGLE RIM) 

(Fox and Geese ; Half Bushel) 
(See also Fox Trail {Double Rim).) 
3 to 20 players. 

Out of doors; snow; seashore; gymnasium. 

This is one of the few distinctive snow games, but may be played anywhere 
that a large diagram may be outlined on the ground. It is very popular with 
children, and makes an admirable game for older players as well. See the 
more complicated form, with double-rim diagram, preceding this. 

A large circle from fifteen to thirty feet in diameter should be 
marked on the ground and crossed with intersecting lines like the 




Fox Trail (Single Rim) 



96 Miscellaneous Active Games 

spokes of a wheel, there being about five such lines (ten spokes). 
The more players there are, the larger should be the circle and 
the greater the number of spokes; but there is no fixed relation 
between the number of spokes and players. If played in the 
snow, this diagram may be trampled down with the feet ; if on the 
fresh earth or sand, it may be drawn with the heel or a stick; or 
if in a gymnasium or on a pavement, marked with chalk. 

One player is chosen to be It or Hunter. He stands in the center, 
that is, on the hub of the wheel. The other players scatter around 
the rim and are foxes. They are not stationed at any one point as 
in the Double Rim game, but run or stand anywhere around the 
rim when not dashing across the spokes. The object of the game 
is for the foxes to cross the wheel to some opposite point without 
being tagged by the hunter. They may only run, however, on the 
prescribed trails, — that is, on the lines of the diagram. In this 
form of the game (the Single Rim diagram) they may run only 
straight across, and are not at liberty to turn an angle at the hub 
and seek refuge over any other trail than the direct continuation of 
the one on which they started. The himter changes places with 
any one whom he tags. 

FRENCH TAG 

4 to 60 or more players. 
Indoors; out of doors. 

In this form of tag certain boundaries are agreed upon beyond 
which players may not run, though they may climb or jump over any 
obstacles within the boundaries. 

Any player who goes outside of the bounds is at once declared 
to be It by the pursuer. Otherwise the game is like ordinary tag, 
any player who is tagged by the chaser becoming It. (See Tag.) 

FROG IN THE MIDDLE 

10 to JO or more players. 

Parlor; gymnasium; playground. 

One player is chosen for the frog, and sits in the center on the 
floor with his feet crossed in tailor fashion. Where there are more 



Miscellaneous Active Games 97 

than twenty players, it is well to have at least two such frogs. The 
other players stand in a circle around the frog, repeating, "Frog in 
the sea, can't catch me!" They dance forward toward the frog 
and back, tantalizing him and taking risks in going near him, the 
object of the game being for the frog to tag any one of them, where- 
upon he changes places with such player. The frog may not at 
any time leave his sitting position until released by tagging another 
player. 

GARDEN SCAMP 

10 to 30 or more players. 

Playground; gymnasium; schoolroom; parlor. 

This game is a great favorite with children, and may be made an 
opportunity for much sport with youths and older players. 

All but two of the players form a ring by clasping hands, the in- 
closure serving as the garden. Within this one of the odd players 
who is assigned to be the scamp takes his place. The other odd 
player, the gardener, moves around on the outside of the circle. 

The gardener calls to the scamp inside, "Who let you in my gar- 
den?" and the scamp answers, "No one!" whereupon he starts to 
run away, the gardener chasing him. The gardener must take 
the same path followed by the scamp in and out under the arms of 
the players, who must lift their hands to let them pass. The gar- 
dener must also go through all of the movements performed by the 
scamp, who may jump "leapfrog" over any player in the circle, 
turn somersaults, crawl between the legs of a circle player, double 
unexpectedly on his path, circle around one of the players, or re- 
sort to any other device for making the chase difficult. If the 
scamp be caught, he becomes gardener, and the gardener joins the 
circle. The former scamp, now gardener, chooses a new scamp to 
go into the circle. 

Should the gardener fail to follow in the exact path of the scamp, 
or to perform any of the feats or antics of the scamp, the gardener 
must at once join the ring, and the scamp then has the privilege of 
choosing a new gardener. 

FOR THE SCHOOLROOM. — This game maybe played by the entire 
class forming a circle around the room as close to the seats as 



98 Miscellaneous Active Games 

possible to leave room for the chase outside the circle. Where seats 
can be turned up, this should be done, to give the runners oppor- 
tunity to cross and recross the center space easily. The scamp, 
however, may vault over seats in his efforts to escape or delay the 
gardener. 

GOING TO JERUSALEM 

10 to 60 or more players. 
Parlor; gymnasium; schoolroom, 

A row of chairs is placed in the center of the room, so that they 
face alternately in opposite directions, one chair to one side, the next 
to the opposite side, etc. There should be one chair less than the 
number of players. The game is most interesting when played 
with musical accompaniment. 

The game starts with all the players seated in the row of chairs 
except one. This odd one is the leader, and his first object is to 
recruit the players for his trip to " Jerusalem." He carries a cane 
and walks around the row repeating, ''I'm going to Jerusalem ! I'm 
going to Jerusalem ! " in singsong. Every few moments he stops at 
his discretion and knocks with his cane on the floor behind the 
chair of some player. Immediately the player thus summoned 
rises from his chair and follows the leader, sometimes having a 
lively scramble to encircle the row of chairs and catch up with him. 
The next player knocked for follows this one, and so on, until all are 
moving around in single file. The leader may reverse his direction 
at pleasure. This general hurry and confusion for the start may, 
with a resourceful leader, add much to the sport of the game. 

When the players are all recruited, they continue to march 
around the row of chairs, the main object of the game being the 
scramble for seats when the music stops, or upon some other signal 
to sit if there be no music. 

The musician will add to the interest of the game by varying 
the time of the march from slow and stately time to "double 
quick." At any moment, after all the players are marching, the 
music may stop suddenly. Whenever this happens, the players 
all scramble for seats. There will be one odd player left without a 
seat. This player is thenceforth out of the game and retires to 



Miscellaneous Active Games 99 

one end of the room, taking with him one of the chairs. This con- 
tinues until there are only two players encircling one chair, and the 
one who secures it wins. 

Where two players reach a chair at nearly the same time, the 
chair belongs to the one who first reached it, or who is sitting more 
fully on it. Sitting on the arm of a chair does not count, nor touch- 
ing it with the hands or knees. 

FOR THE GYMNASIUM. — When played in a gymnasium, a row of 
gymnasium stools may be used instead of chairs, and the gathering 
up of the players omitted, the game starting with the stools empty. 

FOR THE SCHOOLROOM. — When played in the schoolroom, the 
game starts with all of the players ready to march, the first part of 
the game, in which they are recruited, being omitted. The class 
should march in serpentine form up one aisle and down the next, 
etc., instead of encircling a row of seats. There should be for a 
large class from one to six less seats than the number of players. 
For instance, one seat should be counted out in each row or each 
alternate row. The seat that is not in play may be designated by 
turning it up, if of that variety, and by placing a book on the desk 
belonging to it. 

Wherever played, the game may be carried on without music, 
simply by the leader or teacher beating time and stopping when 
players are to sit; or he may give a signal or a command to 
''Sit!" 

GOOD MORNING 
10 to 60 or more players. 
Schoolroom; parlor. 

This is a very pretty sense -training game, — cultiv3,ting discrimination 
through the sense of hearing. Little children are very fond of it, and it is 
most interesting and surprising to note the development of perceptive power 
through the playing of the game. 

One player blinds his eyes. He may do this by going to a corner 
of the room and facing the wall, with his hand over his eyes ; or a 
very pretty method is to have him go to the teacher or leader, with 
his face hidden in her lap, and her hands on either side of his head, 
like the blinders of a horse. 

The teacher then silently points to some other player in the class, 



100 Miscellaneous Active Games 

who rises at once and says, '' Good morning, David !" (or whatever 
the child's name may be). The little guesser, if he has recog- 
nized the voice, responds with, "Good morning, Arthur!" (or 
other name) . If he does not guess the voice after the first greeting, 
the child may be required to repeat it, until the guesser has had 
three trials. Should he fail on the third trial, he turns around to 
see who the player was, and changes places with him. If he names 
the right player, the guesser retains his position until he fails to 
guess the voice of the one greeting him, one player after another 
being required to stand and give the greeting "Good morning!" 

When pupils have become somewhat proficient in the guesser's 
place, the others should be required to change their seats after the 
guesser has blinded his eyes, so that he will not be assisted in his 
judgment by the direction from which the voice comes, which is 
very easily the case where the other players are in their accus- 
tomed seats. 

Of course the greeting will be varied according to the time of 
day, being "Good afternoon!" or "Good evening!" as may be 
appropriate. Occasionally, in a school game, a pupil from another 
room may be called in. Should a strange voice be heard in this 
way, the little guesser is considered correct if he answer, " Good 
morning, stranger ! " 

GUESS WHO 

10 to JO or more players. 

Playground; gymnasium; parlor; schoolroom. 

Where there are more than ten players, it is desirable to have 
them separated into several groups. Each group has a leader, 
and lines up in rank (side by side), with the leader in the middle. 
One odd player stands in front of the line, facing it. 
The odd player asks : — 

"Have you seen my friend?" 
The line answers, 

"No." 
First player: — 

''Will you go and find him?" 

"Yes." 

" Put your finger on your lips and follow me 1" 



Miscellaneous Active Games loi 

The player in front then turns around and, with finger to his lips, 
runs to another part of the ground, all of the row falling in behind 
and following him, each player with finger on lips. When they have 
reached a new position, the first player stops with his back to the 
line, which re-forms in a new order under the direction of its leader, 
so that the players do not stand in the same relative positions as 
when the odd player faced the line. One player from the row 
selected by the leader now steps forward behind the odd player and 
says, trying to disguise his voice, " Guess who stands behind you !" 

If the odd player guesses correctly, he retains his position, turns 
around, and the dialogue begins over again. If the guess be wrong, 
the one who is It changes places with the one whose name he failed 
to guess. 

GYPSY 

^ to 10 players. 

Indoors; out of doors. 

This is one of the traditional dramatic games, obviously an abbreviated 
form of Mother, M other , the Pot Boils Over! 

One player is selected for gypsy, and one for the mother. The 
others are children. The gypsy remains in hiding while the mother 
says to her children, pointing to the different ones in turn : — 

"I charge my children every one 
To keep good house while I am gone; 
You and you, but specially you, 
Or else I'll beat you black and blue." 

The mother then goes away and blinds her eyes. During her ab- 
sence the gypsy comes in, takes away a child, and hides her. 
The gypsy repeats this until all of the children are hidden. The 
mother returns and finds her children gone, whereupon she has to 
find them. When all have been found and brought back home, 
all chase the gypsy. 

HANG TAG 

10 to 100 players. 

Playground; gymnasium. 

One player is It, or chaser, and changes places with any other 
player whom he can touch (tag). In this form of the game, how- 



102 Miscellaneous Active Games 

ever, any player may escape being tagged by hanging from anything 
overhead which will enable him to lift his feet from the floor. When 
played out of doors, where there are trees, players will naturally 
jump to catch hold of the branches of the trees. In a playground 
or gymnasium pieces of apparatus may be used for the same pur- 
pose. A player is considered immune if, instead of hanging by 
his hands, he throws himself across some obstacle, such as a fence, 
which enables him to lift his feet from the ground. 

The game is very uninteresting if players each choose a place and 
remain close to it in the intervals of the game ; but it may be made 
full of sport if each will take risks and run from point to point, 
taunting the one who is It by going as near him as possible, or allow- 
ing him to approach closely before springing for the overhead sup- 
port. The one who is It may not linger near any player to the 
extent of trying to tire him out in the hanging position, but must 
move rapidly from one to another. 

A very interesting form of this game for the gymnasium allows 
no two players to hang from the same piece of apparatus; the 
last one taking possession has the right to remain hanging on the 
apparatus, the one before him being obliged to run at once for 
another place. This keeps the players moving and makes the game 
very lively. 

TREE TOAD. — This is a form of Hang Tag played by the 
modern Greeks. It is played where there are trees, the players 
jumping to clasp the trunk of the tree as a means of lifting their 
ieet from the ground when the branches are too high to reach. 
This makes a very funny, vigorous, and interesting form of the 
game, to be played in a grove or shaded lawn. 

HAVE YOU SEEN MY SHEEP? 

10 to 30 or more players. 

Playground; parlor; gymnasium; schoolroom. 

The players stand in a circle. One walks around on the outside, 
and touching one of the circle players on the back, asks, ''Have you 
seen my sheep?" The one questioned answers, "How was he 
dressed ? " The outside player then describes the dress of some one 
in the circle, saying, for instance, "He v/ears a red necktie; he is 



Miscellaneous Active Games 103 

dressed in gray and has low shoes." The one questioned then 
names the player whom he thinks this describes, and if right, at 
once begins to chase him around the outside of the circle. Each 
of the circle players must be very alert to recognize himself in the 
description given by the outside player, for immediately that he is 
named he must run around the outside of the circle, chased by the 
player who guessed, and try to reach his own place before being 
tagged. The one who gives the description does not take part in 
the chase. Should the runner be tagged before returning to his 
place, he must take the place of the questioner, running in his 
turn around the outside of the circle and asking of some player, 
*'Have you seen my sheep?" 

IN THE SCHOOLROOM. — The players remain seated, with the 
exception of the one who asks the first question of any player he 
chooses. This player at once stands, guesses the player described, 
and chases him around the room, the one chased trying to gain his 
seat before being caught. If caught, he becomes questioner; if 
not caught, the same questioner and guesser play as before. 

HIDE AND SEEK 

The following games of hiding and seeking will be found in alphabetical 
order: — 

Hide and Seek Sardines 

I spy ! Smuggling the Geg 

Ring-a-lie-vio Ten Steps 

Run, Sheep, Run ! Yards Ofif 




HIDE AND SEEK 

2 to 20 or more players. 

Indoors ; out of doors. 

This is a simple form of ''I spy," played by very little children. 
One covers his eyes or blinds and the others hide. When securely 
hidden, they call "Coop !" and the one who is It goes in search of 
them. The call of "Coop !" may be repeated at the discretion of 
the hider. In this game the object is won when the searcher dis- 
covers the hidden players. There is no race for a goal as in " I spy." 



104 Miscellaneous Active Games 

HIDE THE THIMBLE 

(Magic Music) 

5 to 60 players. 

Schoolroom; parlor. 

One player is sent from the room; while absent, one of those 
remaining hides a thimble, a cork, or some small object which has 
been previously shown to the absent one. When the object is hid- 
den, the absent player is recalled, and proceeds to hunt for the hid- 
den object. While he is doing this, the others sing or clap their 
hands, the sound being very soft and low when the hunter is far 
away from the object, and growing louder as he approaches it. 
The piano music is desirable, but for schoolroom use singing is 
found to be more interesting for all, as well as often more practi- 
cable. For very little children hand clapping is pleasing and some- 
times more easily used than singing. 

HIGH WINDOWS 

10 to JO or more players. 
Playground; gymnasium. 

All of the players but one join hands in a circle. The odd player 
in the center runs around on the inside of the circle and hits one of 
the players with a wisp of grass, if the game be jA^ed out of doors, 
or tags him if played indoors. Both players tSBbun out of the 
circle, it being the object of Jhe player who ^ s tagged to catch 
the odd player before he can run three tim^fc '^ f 'the outside of 
the ring. As the runner completes his third tnHii^yfand, the players 
in the circle cry ''High Windows!" and raise their clasped hands 
to let both of the players inside. Should the one who is being 
chased succeed in entering the circle without being tagged, he joins 
the circle and the chaser takes his place in the center. Should the 
chaser tag the pursued before he can circle the ring three times and 
dodge inside at the close, the chaser returns to the circle and the 
one caught goes again into the center. 

It is permissible to vary the chase by running away from the im- 
mediate vicinity of the circle. Should the chase then become too 



Miscellaneous Active Games 105 

long, the circle players may call "High Windows !" as a signal for 
the runners to come in. This call is made at the discretion of a 
leader, whether he be one of the circle players appointed for that 
purpose, or a teacher. 

C7 HILL DILL 

10 to JO or more players. 

Playground; gymnasium. 

Two parallel boundary lines are drawn from thirty to fifty feet 
apart ; or the game is often played between the curbings of a street, 
which serve as boundaries. One player is chosen to be It, and 
stands in the center. The other players stand in two equal parties 
beyond the boundary lines, one party on each side. The center 
player calls out, " Hill, dill ! come over the hill ! " The other players 
then exchange goals, and as they run across the open space the one 
in the center tries to tag them. Any who are tagged assist him there- 
after in tagging the others. 

This game is not well adapted to very large numbers of players, as it brings 
two opposing parties running toward each other in the exchange of goals. It 
is especially suited to conditions where a very wide central field lies between 
the goals, thus giving opportunity for the players to scatter. 

HIP 

5 to JO or more players. 

Playground. 

All of the players stand in an informal group. One of them is 
provided with a stick about the size of a bropmstick and about 
two feet long. He throws this as far as he can, at the same time 
calling the name of one of the other players. The one who threw 
the stick, and all the others except the one whose name is called, 
then scatter in a run. The one who is called must pick up the 
stick, whereupon he becomes ''Hip" and must chase the other 
players. Any player whom he catches he touches with the stick 
(pounding not allowed) , and that player at once joins him in trying 
to catch the others. Any one caught by the second player, however, 
must be held by him until Hip can come and touch the prisoner 



io6 Miscellaneous Active Games 

with the stick, whereupon he also joins Hip's party. As the num- 
ber of players with Hip increases, there may be some pretty lively 
''tussling" on the part of players who are caught, pending the 
arrival of Hip to touch them with the stick, as he may have several 
to reach in this way, and the interval may be considerable in which 
the captor must hold his victim. The game ends when all of the 
players have been touched by Hip. 

HOME TAG 

4 to 60 or more players. 

Indoors; out of doors. 

One player is It, or chaser, and changes places with any one 
whom he can touch (tag) outside of the safety places called homes. 
One or more such places are chosen to which the players may run 
at any time for safety. It is advisable to have these homes widely 
separated, as at opposite ends of the playground. If the players 
resort to these homes too frequently to make a good game, the 
chaser may call 

" Three times three are nine ; 
Who does not run is mine." 

Whereupon every player must run out from his home or goal, or 
change places with the tagger. 

HOPPING RELAY RACE 

10 to 100 players. 

Playground; gymnasium; schoolroom. 

A starting line is drawn on the ground, behind which the players 
stand in two or more single files, facing a goal. The goal should 
be ten or more feet from the starting line, and may consist of a wall, 
or a line drawn on the ground. At a signal the first player in each 
line hops on one foot to the goal, touches it with his hands (stooping 
for this if it be a line on the ground), and hops back to the end of 
his line, which should have moved forward to fill his place as he 
started. He takes his place at the rear end of the line. He tags 
the first player in the line as he passes him, and this player at once 



Miscellaneous Active Games 107 

hops forward to the goal. Each player thus takes his turn, the 
line winning whose last player first reaches the rear of his line, 
and there raises his hand as a signal. 

If the game be repeated, the hopping in the second round should 
be on the opposite foot. 

FOR THE SCHOOLROOM. — This may be played in" the class room 
by having an equal number of pupils in each row of seats. The 
players remain seated until it is their turn to hop, each hopping 
from his own seat to the forward blackboard and back to his seat 
again; or the distance may be made greater by continuing past his 
seat to the rear wall and then back to his seat again. The game 
starts with those in the rear seats. Each pupil as he takes his seat 
tags the pupil seated next in front of him, who takes this as a signal 
to start. The line wins whose player in the front seat first returns 
and raises a hand to show he is seated. 

HOUND AND RABBIT 

10 to 60 or more players. 
Playground; gymnasium; schoolroom. 

A considerable number of the players stand in groups of three, 
with their hands on each other's shoulders, each group making a 
small circle which represents a hollow tree. In each tree is sta- 
tioned a player who takes the part of rabbit. There should be one 
more rabbit than the number of trees. One player is also chosen 
for hound. 

The hound chases the odd rabbit, who may take refuge in any 
tree, always running in and out under the arms of the players form- 
ing the tree. But no two rabbits may lodge in the same tree; so 
as soon as a hunted rabbit enters a tree, the rabbit already there 
must run for another shelter. Whenever the hound catches a 
rabbit, they change places, the hound becoming rabbit and the 
rabbit hound. Or the hound may at any time become a rabbit 
by finding shelter in an empty tree, whereupon the odd rabbit 
who is left without shelter must take the part of the hound. 

This game may be made very lively, and has much sport in it even for adults. 
The trees should be scattered promiscuously, so that both rabbits and hound 



io8 Miscellaneous Active Games 

may have many opportunities to dodge and run in various directions, with false 
starts and feints that add zest and interest to such a game. 

For large numbers of players it is advisable to give each a better chance to 
participate actively in the game by having the rabbits and trees change parts 
whenever a rabbit is caught. The hound, and the rabbit who was caught, 
then choose their successors. 



HOW MANY MILES TO BABYLON? 

10 to 100 players. 

Indoors; out of doors. 

The players are divided into two lines and stand facing each 
other, with a distance of about ten feet between. Each line num- 
bers off in twos, and the players in each line take hold of hands. 
The following dialogue takes place between the two lines, all of the 
players in a line asking or answering the questions in unison. The 
lines rock forward and backward during the dialogue from one foot 
to another, also swinging the clasped hands forward and backward 
in time to the rhythm of the movement and the words. The time 
should be rapid. 

The first line asks : — 

"How many miles to Babylon?" 
Second line : — 

"Threescore and ten." 
"Will we be there by candle light?" 
"Yes, and back again." 
"Open your gates and let us through." 
"Not without a beck [courtesy] and a boo [bow]." 
"Here's a beck and here's a boo. 
Here's a side and here's a sou; 
Open your gates and let us through." 

As the players in the first line say, " Here's a beck and here's a boo," 
they suit the action to the words, drop hands, and make each a 
courtesy, with wrists at hips for the "beck," and straighten up and 
make a deep bow forward for the "boo"; assume an erect posi- 
tion and bend the head sideways to the right for "Here's a side," 
and to the left for "Here's a sou." Then the partners clasp hands 
and all run forward in eight quick steps in the same rhythm as 



Miscellaneous Active Games 109 

the dialogue that has been repeated, each couple passing under the 
upraised hands of the opposite couple, which represent the city 
gates. Having taken the eight steps, the running couple turns 
around, facing the other line from the opposite side. This is done 
in four running steps, making twelve steps in all. The couples that 
made the gates then turn around in four running steps (a total of 
sixteen steps or beats) until they face the first line, when they in 
turn begin the rocking motion and the dialogue, "How many 
miles to Babylon?" This is repeated indefinitely, each line being 
alternately the questioners and the gates. 

The time in which the lines are repeated and the accompanying movements 
should be very brisk and rapid, so as to give life and action to it. The start 
forward in the run when the couples pass through the gates should be made 
with a decided stamp or accent on the first step ; and the last step with which 
they turn in place, facing the line after they have passed through the gates, 
should have a similar accent. The questions and answers should be given 
with varied intonation to avoid monotonous singsong. 

Mrs. Gomme ascribes the origin of this game to a time when toll was re- 
quired for entrance into a city, or for the carrying of merchandise into a walled 
town. The form here given is of Scottish origin, gathered by the writer, and 
is different from any published versions that have been consulted. 



Q HUGKLE, BUCKLE, BEAN STALK 

5 to 60 players. 
Schoolroom; parlor. 

This game is a form of Hide the Thimble. 

A thimble, cork, ring, or other small object may be used for hid- 
ing. All of the players leave the room save one, who places the 
object in plain sight but where it would not be likely to be seen, 
as on the top of a picture frame, in a corner on the floor, etc. 
It may be placed behind any other object, so long as it may be 
seen there without moving any object. This hiding will be espe- 
cially successful if some hiding place can be found near the color 
of the object; for instance, if the object be of metal, to hang it 
from the key of a door, put it in the filigree of a vase, etc. When 
the object has been placed, the players are called into the room, and 
all begin to look for it. When one spies it, he does not at once dis- 



no Miscellaneous Active Games 

close this fact to the others, but quietly takes his seat, and when 
seated, says, "Huckle, buckle, bean stalk!" which indicates that 
he knows where the object is. The game keeps on until all of 
the players have located the object, or until the teacher or leader 
calls the hunt closed. The first one to find the object hides it for 
the next game. 

O HUNT (THE) 
10 to JO or more players. 

Playground; gymnasium. 

The ground is marked off with two goals at opposite ends by 
parallel lines drawn entirely across it. The space between the 
lines should measure from thirty to fifty or more feet. One player 
is chosen for hunter, who stands in the center. The other players 
are named in groups from various animals; thus there will be 
several lions, several tigers, etc. These groups are divided so 
that part stand in one goal and part in the other, the number of 
players being equal in each goal when the game opens. 

The hunter, standing in the center, calls the name of any animal 
he chooses, whereupon all of the players bearing that name must 
change goals. The hunter tries to catch them while they are in his 
territory. The first player caught must thereafter help the hunter 
in catching the others. The second player caught changes places 
with the first, the first one then being placed in a "cage" at one 
side of the playground and is out of the game. The game ends 
when the hunter has caught all of the animals. 

There are several games very similar to this, but all of them have distinctive 
points that make them quite different in playing. In the present game the 
hunter has the advantage of chasing players running from both directions, but 
there is a comparatively small number of these, and he is placed at the disad- 
vantage of not usually knowing just which players bear the names of certain 
animals. 

HUNT THE FOX 

20 to 60 or more players. 

Playground; gymnasium. 

The players stand in two parallel lines or files facing to the front, 
with about five feet distance between the files, and considerable 



Miscellaneous Active Games iii 

distance between each two players in a file, so that the runners 
may have space to run between them. The head player of one file 
is a fox and the head player of the opposite file the hunter. 

At a signal the fox starts to run, winding in and out from one 
side to the other of his file until he reaches the bottom, when he 
turns and comes up the opposite file. The fox is not obliged to run 
between each two players, but may skip any number that he wishes, 
and choose his own track. The hunter must follow in exactly 
the same trail, being obliged, should he make a mistake, to go back 
to the point at which he diverged from the path of the fox. If the 
fox succeeds in getting back to the head of the second file without 
being caught, he is considered to have escaped, and takes his place 
at the foot of his own file. Should he be caught by the hunter, 
he changes places with the latter, the hunter going to the foot of 
the fox's file, and the fox taking the hunter's original place at the 
head of his file. The second player in the fox's file, who should 
have moved up to the front to keep the lines even, is then fox for 
the next chase. 

HUNT THE SLIPPER 

10 to ^0 or more players. 

Parlor; seashore; gymnasium. 

All of the players but one sit in a circle, with the feet drawn up 
and knees raised so that a slipper may be passed from hand to 
hand of each player under his knees. Where both boys and girls 
are playing, it is desirable to have the girls alternate as much as 
possible with the boys, as the slipper is more readily hidden under 
their skirts. The players pass the slipper or bean bag around the 
circle under the knees, the object being on their part to evade the 
vigilance of the odd player, who runs around on the outside of the 
circle trying to touch the person who holds the slipper. Many 
devices may be resorted to for deceiving the hunter, such as appear- 
ing to pass the slipper when it is not in one's hands, or holding it 
for quite a while as though the hands are idle, although it is not 
considered good sport to do this for very long or often. The play- 
ers will use every means of tantalizing the hunter; for instance, 
when he is at a safe distance, they will hold the slipper up with a 



112 



Miscellaneous Active Games 



shout, or even throw it to some other person in the circle, or tap the 
floor with it. When the hunter succeeds in catching the player 
with the slipper, he changes places with that player. 

When the circle of players is very large, the odd player may take 
his place in the center instead of outside the circle. 



INDIAN CLUB RACE 



10 to 100 players. 



Gymnasium; playground. 

This game is an adaptation of the Potato Race. See also the related game 

All Up Relay. 

The players are lined up in two or more single files, the first 
players standing with toes on a starting line. A small circle is 
marked on the ground to the right of the first player in each file, 
and just within the starting line. A series 
of six small crosses is also marked on the 
ground in front of each line, at intervals 
of six feet apart, continuing in the same 
direction as the file, the first one being ten 
or fifteen feet from the starting line. An 
Indian club is placed on each cross. At a 
signal, the first runners rush forward, each 
picks up a club, returns, and places it 
(standing upright) within the small circle, 
beside his starting place, returns for 
another, and so on until all six clubs are 
within the circle. The first players, hav- 
ing finished, pass to the rear of their re- 
spective lines, which move up to the start- 
ing line. 

At a signal the next row of players take 
each a club and return it to one of the 
crosses, returning for another, etc., until all 
are placed. The next runners return the clubs to the circle, and 
so on until each player in the files has taken part. The file wins 
whose last player is first to get back to the starting line after 



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Indian Club Race 



Miscellaneous Active Games 113 

placing the last club. In case of a tie, the last three players 
from the tied files may be required to repeat the play. 

This is one of the best games for training in self-control, and a 
teacher should strictly enforce the rules. Any player starting over 
the line before the signal, or standing with the foot beyond it 
before starting, should go back and start over again. Whenever 
a club falls down, or is not placed on the cross or in the circle, the 
player who placed it must go back and stand it upright or it 
counts as a foul. 

I SAY, "STOOP!" 
5 to 60 or more players. 
Playground; gymnasium; schoolroom. 

This game is a variation of the old familiar game "Simon says," 
but calls for much more activity than the latter game. 

The players stand in a circle, and in front of them the leader or 
teacher. The teacher says quickly, ''I say, stoop!" and imme- 
diately stoops himself and rises again, somewhat as in a courtesy. 
The players all imitate the action; but when the leader says, "I 
say, stand !" at the same time stooping himself, the players should 
remain standing. Any who make a mistake and stoop when the 
leader says, "I say, stand !" are out of the game. 

This may be made a very amusing little game to fill in a few dull moments, 
and when used in the schoolroom, it serves to refresh tired minds very quickly. 
The leader should speak and move very rapidly and make unexpected varia- 
tions in the order in which the two commands are given. 

L 

C)I SPY 

(See Hide and Seek for list of other games of this type.) 

5 to JO or more players. 

Out of doors; indoors. 

One player is chosen to be the spy, who blinds his eyes at a cen- 
tral goal while the other players scatter and hide. The spy counts 



114 Miscellaneous Active Games 

one hundred, upon the completion of which he announces his readi- 
ness to take up the hunt by shouting aloud : — 

"One, two, three! 
Look out for me, 
For I am coming and I can see ! " 

Or he may shout only the word "Coming !" as he leaves the goal, 
or merely the last count, " One hundred !" The spy endeavors to 
detect as many hidden players as possible, and for each player 
must dash back to the goal, hit it three times, and call out, " One, 
two, three for , " naming the player. Should he make a mis- 
take in identity, the player really seen and the one named by 
mistake are both free and may return to the goal without further 
danger. As soon, however, as a player knows he has been detected 
by the spy, he should race with the latter for the goal, and should 
he reach it first, should hit it three times and call out, " One, two, 
three for me!" Any player who can thus make the goal after 
the spy has started on his hunt may save himself in this way, 
whether he has been detected or not. Should all of the players 
save themselves in this way, the same spy must blind for the next 
game. This, however, seldom happens. The first one caught 
by the spy, that is, the first one for whom he touches the goal, 
becomes spy for the next game. 

JACK BE NIMBLE 

10 to 60 players. 

Indoors; out of doors; schoolroom. 

This game is suitable for very little children. Some small 
object about six or eight inches high is placed upright on the floor 
to represent a candlestick. This may be a small box, a book, bottle, 
or anything that will stand upright ; or a cornucopia of paper may 
be made to answer the purpose. The players run in single file 
and jump with both feet at once over the candlestick, while all 
repeat the old rhyme : — 

"Jack be nimble. 
Jack be quick, 
And Jack jump over the candlestick." 



Miscellaneous Active Games 115 

When there are more than ten players, it is advisable to have 
several candlesticks and several files running at once. In the 
schoolroom there should be a candlestick for each two rows of 
players, and these should encircle one row of seats as they run. 

JACOB AND RACHEL 

10 to JO or more players. 
Playground; gymnasium; parlor. 

All of the players but two form a circle with clasped hands. 
The two odd players are placed in the center, one of them, ''Jacob," 
being blindfolded. The object of the game is for Jacob to catch 
the other player, "Rachel," by the sound of her voice; but Rachel 
is supposed to be rather coy, and to do all in her power to avoid 
being caught by Jacob, even though she answer his questions. 

Jacob begins the game by asking, "Rachel, where art thou?" 
Rachel replies, "Here am I, Jacob," and immediately tiptoes to 
some other point in the ring, trying to evade Jacob's outstretched 
hands as he gropes for her. Rachel may stoop to evade being 
caught, or may dash from one side of the ring to the other, or resort 
to any tactics except leaving the ring. Jacob may repeat his 
question whenever he wishes, and Rachel must answer each time. 

When Rachel is caught, Jacob returns to the ring, Rachel is 
blindfolded and chooses a new Jacob, this time taking the aggres- 
sive part and seeking him with the question, "Where art thou, 
Jacob?" etc. 

When the game is played by both boys and girls, the names are 
used properly, but where all boys or all girls are playing, the same 
names are used, but one of the party is personate by a player of 
the opposite sex. 

JAPANESE CRAB RACE 

2 to 60 or more players. 

Gymnasium; playground. 

If there be but few players for this game, it may be played as 
a simple race, without the relay feature, as here described. For 
large numbers the relay idea will be advisable. 



Ii6 Miscellaneous Active Games 

The players are lined up behind a starting line, in from two to 
five single files, each containing the same number. Opposite each 
file, at a distance of from twenty-five to forty feet, there should be 
drawn a circle about three feet in diameter. The game consists 
in a race run backward on feet and hands (or "all fours") to the 
circles. To start, the first player in each file gets in position, with 
his heels on the starting line and his back to the circle for which he 
is to run ; and all start together at a signal, the player who first 
reaches his circle scoring one point for his team. Others follow in 
turn. 

Until one has tried this, it would be difficult to realize how thoroughly the 
sense of direction and the power to guide one's movements are lost while run- 
ning in such a position. It is one of the jolliest possible games for the gym- 
nasium. 

X) JAPANESE TAG 

4 to 60 or more players. 
Indoors; out of doors. 

One player is chaser, or It, and tries to touch or tag all of the 
other players, the one tagged then becoming chaser. In this form 
of the game, however, whenever a player is touched or tagged, he 
must place his left hand on the spot touched, whether it be his 
back, knee, elbow, ankle, or any other part of the body, and in 
that position must chase the other players. He is relieved of this 
position only when he succeeds in tagging some one else. 

As in other tag games where there are large numbers of players, 
several players may take the part of the tagger, or It, at the same 
time. 

JOHNNY RIDE A PONY 

10 to 60 players. 

Playground; gymnasium. 

This is a game of leapfrog. The players are divided into two 
even parties, except for one leader, one party being the ponies 
and the other the riders, or Johnnies. The ponies form one long 
back as follows: one player stands upright against a wall or fence; 
the first back stoops in front of this leader, bracing his head against 



Miscellaneous Active Games 117 

him ; the other players grasp each the waist of the player in front, 
and stoop with the heads against him or turned to one side (away 
from the jumper). When the backs (ponies) are ready, the riders 
all run toward them from the side, each rider vaulting from the 
side on to the back of one pony. The ponies try in every way, 
except by straightening up, to throw their riders while the leader 
counts fifty. If a rider be made to touch even one foot to the 
ground, the ponies have won and score a point, the riders ex- 
changing places with them. If the ponies fail in this attempt, they 
must be ponies again. The side wins which has the highest score 
at the end. 

JUMPING RELAY RACE 

10 to 60 or more players. 
Playground; gymnasium; schoolroom. 

The players are lined up in several single files behind a starting 
line which is drawn at from ten to fifty feet from a finishing line 
which should be parallel to it. At a signal the first players in each 
file, who have been standing with their toes on the starting line, 
jump forward with both feet at once and continue the jumping 
to the finish line, when they turn and run back to the starting line. 
Each player, on returning to the starting line, should touch the 
hand of the next player in his file, who should be toeing the line 
ready to start, and should begin jumping as soon as his hand is 
touched by the return player. The first jumper goes at once to 
the foot of the line, which moves up one place each time that a 
jumper starts out, so that the next following player will be in 
position on the line. , 

The file wins whose last player first gets back to the starting 
line. 

JUMPING ROPE 

(Skipping) 
J to 100 players. 

Playground; gymnasium. 

Jumping a rope is admirable for both boys and girls, combining much skill 
with invigorating exercise. It should always be done on the toes, with a 



Ii8 Miscellaneous Active Games 

"spring " in the ankles and knees to break the jar, and should not be carried to 
a point of exhaustion. It may be made one of the most interesting competi- 
tive games for large numbers, lined up in relay formation and jumping in turn 
over a long rope. There should then be one rope for each line. A score 
should be kept for each team, each feat successfully performed by a player 
scoring one point for his or her team. For each round, each player in all 
teams should perform the same feat. 

The different series following are for: — 

I. Small single rope. 

II. One large rope. 

III. Two large ropes. 

IV. Large single rope and small individual rope. 

The small single rope or individual rope should be about six feet long for 
the average player. A good general rule is to have it just long enough to reach 
to the shoulders on each side while the player is standing on it. 

A rope not made with handles at the ends should have a knot tied at either 
end, to prevent untwisting and to give a firm hold. Every jumper knows how 
to twist the ends around the hands to make shorter a rope that is too long. 

A long rope should be heavy and from ten to twenty feet in length. It 
should be turned by two players while one or more jump, as indicated. When 
not used for athletic competition, any player failing in the jumping should 
change places with one of the turners; that is, should "take an end." 

I. Small Single Rope 

1. Standing in one place, the jumper turns the rope forward and 
jumps on the toes of both feet for from ten to twenty-five counts. 
Prolonged jumping beyond this number to the point of exhaustion 
should not be done. 

2. Standing in one place, jump five counts on one foot and then 
five on the other. 

3. Jump as in i and 2, but turn the rope backward instead of 
forward. 

4. Running and skipping, the rope turned forward. 
5.' Running and skipping, the rope turned backward. 

6. Running and skipping, one player in the rope and two others 
running and turning the rope. The one who is skipping repeats 
the verse : — 

Butterfly, butterfly, turn around; 
Butterfly, butterfly, touch the ground; 
Butterfly, butterfly, show your shoe; 
Butterfly, butterfly, twenty-three to do. 



Miscellaneous Active Games 119 

7. All of the above with two jumpers, each turning one end of 
the rope, the inner hands resting on each other's shoulders. 

8. As in 7, but with two jumpers, one standing behind the 
other instead of side by side, a hand of the rear jumper being 
placed on a hip of the one in front. Each turns one end of the 
rope. 

II. One Large Rope 

1. The rope should be turned toward the jumper, who should 
run under. 

2. Rope turned away from the jumper, who runs under. 

3. Run in; jump once and run out on the opposite side; the 
rope turned toward jumper. 

4. Run in, jump once, run out on the opposite side ; rope turned 
away from jumper. 

5. Repeat 3 and 4, jumping five or more times before running 
out. 

6. Run in, jump once, and run out backward. 

7. The player runs in and jumps while the turners say, *' Salt, 
pepper, mustard, cider, vinegar," increasing the speed with which 
the rope is tui:ned as the word vinegar is said. 

8. ''Rock the Cradle." The turners of the rope do not make a 
complete circle with it, but swing it from side to side in a pendu- 
lum motion. In this position the player runs in and jumps from 
one to five times and runs out on the other side. 

9. Run in (a) with the rope turned toward the jumper, and then 
(b) away from the jumper, and jump five times and run out, the 
hands meanwhile being placed in some particular position, such 
as held out sideways at shoulder level, clasped behind, placed on 
the shoulders, or head, or hips, etc. 

10. Run in, first with the rope turned toward the jumper and 
then away from the jumper, and jump in various ways — as on 
both feet at once; on one foot; on the other foot; on alternate 
feet with a rocking step, changing from one foot to the other. 

11. "Chase the Fox." The jumpers, instead of taking single 

I turns until each has missed,, choose a leader or fox who goes through 
the various jumps as described, all of the others following in single 



120 Miscellaneous Active Ganges 

file. For instance, the fox runs under the rope without skipping; 
the others all follow. The fox then turns and runs back; the 
others follow. The fox runs in and takes any of the jumps de- 
scribed above and runs out, the others in turn following. 

12. Repeat all of the above jumps, running in in pairs, threes, 
etc. 

13. ''Calling in." A player runs in and jumps three times, 
calling some one in by name on the second jump. They jump 
once together, and the first player runs out on the opposite side. 
The second player, in turn, calls some one in on his second jump, 
etc. 

14. A player runs in, calls some one in on the first jump, and 
continues jumping to five and then runs out. The player called 
in calls another on his first jump, etc., until there are five jumping 
at one time. It will probably be necessary for players to run out 
on opposite sides. 

15. "Begging." Two players run into the rope and jump to- 
gether side by side. While jumping, they change places. One 
player starts this by saying, "Give me some bread and butter; " 
and the other, while changing, answers, "Try my next-door neigh- 
bor." This is continued until one trips. 

16. A player runs in, turns halfway around in two jumps, and 
runs out on the same side. 

17. A player runs in, turns all the way around in two jumps, 
and runs out on the opposite side. 

18. "Winding the Clock." A player runs in, counts consecu- 
tively from one to twelve, turning halfway around each time, and 
then runs out. 

19. "Drop the Handkerchief." A player runs in, and while 
skipping, drops his handkerchief, and on the next jump picks it 
up again, reciting the lines: — 

" Lady, lady, drop your handkerchief; 
Lady, lady, pick it up." 

20. "Baking Bread." A player runs in with a stone in his 
hand, and while jumping places it on the ground, straightens up, 
picks up the stone again, and runs out. 

21. A player runs in and works his way while skipping toward 



Miscellaneous Active Games I2i 

one end of the rope. He says to the turner at that end, *' Father, 
give me the kef." The turner says, "Go to your mother." The 
player then jumps to the opposite end of the rope and says, 
"Mother, give me the key;" and the turner at that end answers, 
"Go to your father." This is continued a certain number of 
times, or until the player trips. 

III. Two Large Ropes 

In this series two ropes are turned at one time, and this requires consider- 
able skill on the part of the turners and a great deal on the part of the 
jumpers. When two ropes are turned inward toward each other, the turn is 
called "Double Dodge, " or "Double Dutch." When the two ropes are turned 
outward, away from each other, the turn is called "French Rope." 

1. While the two ropes are turned inward, the players run in, 
jump, or skip over each rope in turn as it comes, and run out on 
the opposite side. 

2. Number one is repeated, taking the fancy jumps described 
under I for the single rope. 

3. The two ropes are turned outward, and the players run in, 
jump, and run out, as described above. 

4. "Chase the Fox." This is played with the ropes turning 
either Double Dodge, or French Rope, and any of the fancy jumps 
mentioned previously are taken, the players going through in 
single file, following a leader, the fox, who chooses the feat which 
all are to perform. 

IV. Large Single Rope and Small Individual Rope 

While two turners keep the large rope turning, a player turning 
and skipping his own small rope goes through the following feats : — 

1. The player stands in and jumps five times, both the large 
and small ropes starting together. He then runs out forward. 

2. While turning and skipping his own individual rope, the 
player runs under the large rope. 

3. The player runs in while his own rope is turning, jumps 
five times, and runs out on the opposite side. 

4. The player stands in, jumps five times, and runs out backward. 



122 Miscellaneous Active Games 

5. The player runs in while turning his individual rope back- 
ward, jumps three times, and runs out. 

6. A player jumps in the large rope, at the same time turning 
and jumping in his own individual rope. Another player runs 
in, facing him, in the small rope, jumps with him, and then runs 
out again without stopping either rope. 



1 



JUMP THE SHOT 

(Sling Shot) 



10 to 60 or more players. 
Playground; gymnasium. 

For this game a shot bag, such as is used to weight the ends of the rope that 
is drawn over jump standards, may be used, and the game takes its name from 
this. This bag, however, being heavy and hard, may lead to accidents by hit- 
ting the ankles of players, and other things are more desirable unless the play- 
ers be expert. A bean bag, sand, or oat bag will do just as well, tied to the end 
of a rope. 

The players stand in a circle, with one in the center holding a 
rope with a weight on the end. The center player swings the rope 
around to describe a large circle on the floor, with a sufficient 
length of rope to place the bag in line with the feet of those in the 
circle. The circle players jump to avoid being caught around the 
ankles by the rope. Any one caught in this way must retire from 
the circle, the player winning who longest retains his place. 

4 KALEIDOSCOPE 

(Flower Garden) 
5 to JO or more players. 

Schoolroom; parlor; playground. 

This is a quiet game, and makes a pleasant and restful change 
from more active games. Jt may be correlated with geography, 
history, literature, and many other subjects. 

The players are all seated, with the exception of from four to 
six, who stand in a line in front of their fellows, each being given, 
or choosing, the name of a color, — red, violet, green, etc. The 
players who are seated then close their eyes, and those who 



Miscellaneous Active Games 123 

represent colors change places in the line. When they are rear- 
ranged, those who are seated open their eyes, and being called upon 
individually, try to name the colors in their new arrangement, 
the game being a test of memory. 

IN THE SCHOOLROOM, and for little children, to give more ac- 
tivity the colors should scatter and run around the room after 
being named, halting on a signal. The player who is to name 
them then runs around the room to the different ones as they 
stand scattered in this way, naming each as he reaches him. 

CORRELATION. — This game may be correlated with any academic sub- 
ject in which familiarity with proper names is desired; as in 

History. — By using the names of generals or statesmen from a given period 
instead of the colors. 

Geography. — The names of capital cities, states, rivers, etc. 

Literature. — The names of the works of a given author; of the authors 
of a period, or of the characters in a book or play. 

Nature study. — The names of birds, trees, flowers, or any other branch 
of nature study may be used. 

Q LADY OF THE LAND 

4 to 10 players. 
Indoors; out of doors. 

This is one of the old dramatic games in which various parts are enacted 
by the different players. 

One player takes the part of a lady and stands alone on one side. 
Another represents a mother, and the balance are children, from 
two to eight in number, whom the mother takes by the hand on 
either side of her, and approaches the lady, repeating the following 
verse; the children may join with her in this if desired : — 

"Here comes a widow from Sandalam, 
With all her children at her hand; 
The one can bake, the other can brew, 
The other can make a lily-white shoe; 
Another can sit by the fire and spin; 
So pray take one of my daughters in." 

The lady then chooses one of the children, saying : — 

"The fairest one that I can see 
Is pretty [Mary]; come to me." 



124 Miscellaneous Active Games 

Mother : — 

"I leave my daughter safe and sound, 
And in her pocket a thousand pound. 
Don't let her ramble; don't let her trot; 
Don't let her carry the mustard pot." 

The mother then retires with the other children, leaving the 
daughter chosen with the lady. This daughter sits down behind 
or beside the lady. As the mother retires, the lady says, under 
her breath, so that the mother may not hear : — 

"She shall ramble, she shall trot; 
She shall carry the mustard pot." 

This entire play is repeated until all of the children have been 
chosen and left with the lady. The mother then retires alone, and 
after an interval in which several days are supposed to have elapsed, 
calls to see her children. The lady tells her she cannot see them. 
The mother insists, and the lady finally takes her to where they are 
sitting. 

The mother goes to one child and asks how the lady has treated 
her. The child answers, "She cut off my curls and made a curl 
pie and never gave me a bit of it!" The mother asks the next 
child, who says she cut off her ear or fingers, etc., and made a pie, 
not giving her a bit of it. When all have told the mother what the 
lady has done to them, they all rise up and chase the lady; when 
captured, she is led off to prison. 

This is one of the oldest traditional dramatic games, and is found in some 
form in almost all countries. Sometimes the mother is supposed to be poor, 
and bestows her children upon the wealthy lady of the land for adoption. It 
is thought possibly to have come from the country practice in European coun- 
tries of hiring servants at fairs. 

LAME FOX AND CHICKENS 

10 to JO or more players. 

Playground; gymnasium. 

One player is chosen for the fox, and stands in a den marked off 
at one end of the playground. The rest are chickens, and have a 
chicken yard at the opposite end of the ground. The chickens 



Miscellaneous Active Games 125 

advance as near as they dare to the den of the fox and tease him by 
calling out: "Lame fox! Lame fox! Can't catch anybody!" 
The lame fox may take only three steps beyond his den, after which 
he must hop on one foot, trying to tag the chickens while hopping. 
All tagged become foxes and go home with him, thereafter sallying 
forth with him to catch the chickens. They must all then observe 
the same rule of taking but three steps beyond the den, after which 
they must hop. Should any fox put both feet down at once after 
his three steps while outside the den, the chickens may drive him 
back. Care should be taken that the hopping be not always done 
on the same foot, though a fox may change his hopping from one 
foot to the other. The chicken last caught wins the game and 
becomes the first lame fox in the new game. 

Where more than thirty players are engaged, the game should 
start with two or more foxes. 

This game has sometimes been called Lame Goose. 

It is admirable for players of all ages, but, like all "dare" games, is espe- 
cially good to overcome timidity. Timid children should be encouraged to 
venture near the fox and to take risks in giving their challenge. 

LAST COUPLE OUT 

■"-.J (Widower; Last Pair Pass) 
II to ji or more players. 
Playground; gymnasium. 

An odd number of players is required for this game. One is 
chosen for catcher, who stands at one end of the playground with 
his back to the other players. The other players stand in couples 
in a long line behind him, facing in the same direction that he does. 
The catcher should be not less than ten feet in front of the first 
couple. 

The catcher calls, "Last couple out!" when the last pair in the 
line runs toward the front, the right-hand one on the right side of 
the double line, and the left-hand one on the left side, and try to 
join hands in front of the catcher. The catcher may not chase 
them before they are in line with him, and may not turn his head to 
see when or from where the runners are coming. They should 



126 



Miscellaneous Active Games 



/ 



\ 



try to gain their end by varying the method of approach, sometimes 
both circling far out beyond him on either side, or one of them 
y^^.,^Y doing this and the other running in close 

/ \ toward the lines. 

If the catcher succeeds in catching one of 
the players before that player can clasp 

^_ j hands with his partner, these two, catcher 

and caught, form a couple and take their 
places at the head of the line, which should 
move backward one place to make room 
for them, and the other player of the run- 
ning couple becomes catcher. If neither 
be caught, they are free; i.e. out of the 
game. 



N/ V 



V V 



V V 



\ 



V V 



V 



/ 



LAST COUPLE 

Last Couple Out 



In the Scotch and Swedish forms of this game, 
the title is "Widow" or ''Widower," the catcher 
supposedly taking the part of the bereaved one and 
trying to get a mate. It has been suggested that the 
game has descended from old methods of marriage 
by capture. 



LAST MAN 



10 to 60 players. 
Schoolroom. 



This is a schoolroom adaptation of the game usually known as "Three 
Deep," or "Third Man." It is one of the most interesting and popular 
schoolroom games. 

One player is chosen to be runner and another chaser. The re- 
maining players are seated. The game starts with quite a distance 
between runner and chaser. The first object of the game is for 
the chaser to tag (touch) the runner. Should he do this, they 
immediately change parts, the previous chaser having to flee in- 
stantly for safety with the previous runner, now chaser, after him. 
The greatest sport of the game comes in, however, in the way 
the runner may save himself at any time from being tagged by the 
chaser by standing at the rear of any row of seats and calling 
**Last man !" As soon as he does this, the one sitting in the front 



Miscellaneous Active Games 127 

row of that line of seats becomes liable to tagging by the chaser, 
and must instantly get up and run. As soon as he has left his 
seat, the entire line moves forward one seat, leaving a seat at the 
rear for the "last man." There may be no moving of this kind, 
however, until the runners are out of the aisle. 

As in all running games in the class room, the seated players must 
keep their feet under the desks and out of the aisles. 

It will be seen that all of the players must be very alert to watch 
the actions of the runner, but especially those sitting in the front 
seats, as at any moment one of them may have to become runner. 
The last man must never fail to call out the words "Last man!" 
when he takes his stand at the rear of a row of seats. He is not 
considered to have taken refuge until he does this. 

Q I LEADER AND FOOTER 

50 to 60 or more players. 

Playground; gymnasium. 

This is a leapfrog game. One player is chosen to be "back," 
and he chooses a leader, generally the poorest jumper, and a 
"footer" — the best jumper. A starting or "taw" line is drawn 
on the ground and the back stands with his side parallel to it. The 
other players line up in single file at some distance, with the leader 
at the head and the footer at the rear of the line. The footer dic- 
tates the way in which the back is to be cleared and his distance 
from taw. For instance, he may, having put a long distance be- 
tween the back and the line, require a run of a limited number of 
steps, or a hop and skip (specifying the number) , before the jump. 
The leader makes the first jump as prescribed 'by footer, and the 
others, in turn, including the footer. Any player failing in the feat 
becomes back. Any player who is doubtful of success may call 
upon the footer to perform the feat. If the footer fails, he becomes 
the back. If the challenge be successfully met, the one making 
the challenge becomes back. 

r- LEAPFROG 

The back. — Any player who bends over to make a back for others to leap 
over is called the "back." He must rest his hands on his knees or near them 



128 Miscellaneous Active Games 

to make a firm back. It is against the rules for any player making a back to 
throw up his back or bend it lower while a player is leaping over it; but each 
player, before jumping, may say "High back !" or ''Low back !" which the one 
who is down must adjust before the jumper starts. He then must do his best 
to keep the back perfectly level and still, unless the game calls for a different 
kind of play. In some games the back stands with his back toward the 
jumpers, and in others with his side toward them. If he is to stand on a 
certain line, he must " heel it " if with his back toward them, or, if his side 
be toward them, stand with one foot on either side of the line. 

The jumper. — The player who leaps must lay his hands flat on the back 
at the shoulders and not "knuckle," i.e. double under his fingers. Any 
player transgressing this rule must change places with the back. The back 
must be cleared without touching him with the foot or any part of the body 
except the hands. Such a touch is called "spurring," and the transgressor 
must change places with the back if the latter stands upright before the next 
player can jump over him. If he does not stand upright in time, he remains 
back. When a leap is made from a starting line or taw, the jumper may not 
put his foot more than half over the line. Good jumpers will land on the toes 
with knees bent and backs upright, not losing the balance. 

The leapfrog games here given in alphabetic order include : — 

I. With One Back: II. With Two or More Backs: 

Leader and Footer Bung the Bucket 

Leapfrog Johnny Ride a Pony 

Leapfrog Race Cavalry Drill 

Par Saddle the Nag 

Spanish Fly Skin the Goat 



LEAPFROG 

2 to 100 players. 

Playground; gymnasium. 

The first player makes a back, standing either with his back or his 
side toward the one who is to leap over. The next player runs, 
leaps over the back, runs a few steps forward so as to allow space 
for a run between himself and the first player, and in his turn 
stoops over and makes a back. This makes two backs. The third 
player leaps over the first back, runs and leaps over the second, runs 
a short distance and makes a third back, etc., until all the players 
are making backs, when the first one down takes his turn at leap- 
ing, and so on indefinitely. 

VARIATION. — This may be made much more difficult by each 



Miscellaneous Active Games 129 

player moving only a few feet in advance of the back over which 
he has leaped, as this will then leave no room for a run between 
the backs, but means a continuous succession of leaps by the 
succeeding players. 

LEAPFROG RACE 

10 to 100 players. 

Playground; gymnasium. 

The players are lined up in two or more single files, as for the 
simplest form of leapfrog, but the game is a race between the 
different files. 

The first player takes his place on the starting or taw line and 
makes a "back," with his head away from the file. The next 
player immediately jumps over and makes a back one pace forward 
of the first player. The third jumps over the backs of the two 
and makes a third back, and so on until all are down, when the 
first player jumps over all in succession, but steps one side when 
he has vaulted over the last back. The others all follow. 

The line wins which is first reduced to one player in the posi- 
tion of "back." In other words, when every player in the line 
has jumped over the back of every other player. 

A burlesque on this game, which has in it some good sport 
and exercise, consists in crawling between the feet of the players 
instead of jumping over their backs. This may be done for every 
player in the line, or the two methods alternated, leaping over the 
back of one, crawling between the feet of the next, etc. 

LETTING OUT THE DOVES 

J to JO players. 

In doors or out of doors. 

This game is particularly suitable for young children. The 
players stand in groups of three. One in each group, usually the 
smallest, represents a dove; one a hawk, larger than the dove 
or a swifter runner; and the third the owner of the birds. The 
dove stands in front of the owner, holding her by the hand. The 



130 Miscellaneous Active Games 

hawk stands behind, also held by the hand. The owner throws the 
dove from her with a gesture of the hand, first toward herself and 
then away, as a dove might be tossed for flight in the air, and the 
little dove sails away, with arms floating like wings. When the 
dove has a sufficient start, so that the larger and swifter hawk may 
not get her too easily, the owner throws the hawk in the same way. 
The hawk runs with outstretched arms also as though flying, and 
tries to catch the dove, but is obliged to run over exactly the same 
route as the dove. At her discretion the owner claps her hands 
as a signal for the two pet birds to return to her, the dove trying to 
get back without being caught by the hawk. The clapping for the 
return of the birds is always done with hollowed palms to make a 
deep sound. The owner gives this when the dove has reached the 
farthest point to which she thinks it best for her to go, the judg- 
ment for this being determined sometimes by the gaining of the 
hawk on his prey. The dove may not turn to come home until 
the signal be heard. 

It is well to make an imaginative atmosphere for little children 
for this game by telling them of the way doves and hawks are trained 
as pets. 

This game is played by little girls in China, and is one reported by 
Dr. Headland in his charming book on the Chinese Boy and Girl. Some addi- 
tional points are given here, kindly supplied by Dr. Headland to the author. 

LOST CHILD (THE) 

10 to JO or more players. 

Schoolroom; parlor; playground; gymnasium. 

This is a quiet game designed to test the memory, and makes an 
interesting variation when players are tired of active games. The 
players are all seated, with the exception of one, who is sent from 
the room. Or if the game be played in an open playground, this 
one player may blind his eyes in a corner of a wall or fence or 
behind a bush. When this player is well out of sight and hearing, 
the leader or teacher beckons one of the players, who leaves the 
group and hides. If in the schoolroom, this may be done under the 
teacher's desk or in a wardrobe. The rest of the players then 
change their seats, and the one who is blinding is called back and 



Miscellaneous Active Games 131 

tries to tell which player is hidden. When successful, this first 
guesser may be seated and another chosen to blind. Otherwise the 
first guesser blinds again. 

r 4 MASTER OF THE RING )( 

2 to JO or more players. 
Playground; gymnasium. 

A circle is drawn on the ground. The players stand shoulder to 
shoulder inside the circle, with arms folded either on the chest or 
behind the back. The play starts on a signal, and consists in trying 
to push one's neighbor with the shoulders out of the circle. Any 
player overstepping the line drawn on the ground drops out of the 
game. Any player who unfolds his arms or falls down is also out of 
the game. 

The Master of the Ring is he who in the end vanquishes 
all of the others. 

MAZE TAG 

(Line Tag; Right Face) 
i^ to 100 players. 

Playground; gymnasium; house party. 

All but two of the players stand in parallel lines or ranks, one 
behind the other, with ample space between each two players and 
each two ranks ; all the players in each rank clasp hands in a long 
line. This will leave aisles between the ranks, and through these 
a runner and chaser make their way. 

The sport of the game consists in sudden changes in the direction 
of the aisles, brought about by one player who is chosen as leader 
and stands aside, giving the commands, ''Right face!" or "Left 
face!" at his discretion. When one of these commands is heard, 
all of the players standing in the ranks drop hands, face in the direc- 
tion indicated, and quickly clasp hands with the players who are 
then their neighbors on the right and left. This brings about a 
change of direction in the aisles, and therefore necessitates a change 
of direction in the course of the two who are running. 

The success of the game depends largely upon the judgment *of 
the leader in giving the commands, "Right (or left) face !" They 



132 Miscellaneous Active Games 

should be given quickly and repeatedly, the leader often choosing a 
moment when the pursuer seems just about to touch his victim, 
when the sudden obstruction put in his way by the change in the 
position of the ranks makes necessary a sudden change of direction 
on his part. The play continues until the chaser catches his 
victim, or until a time limit has expired. In either case two new 
players are then chosen from the ranks to take the places of the 
first runners. 

It is a foul to break through the ranks or to tag across the clasped 
hands. f 

MENAGERIE 
10 to 60 or more players. 
Indoors. 

This game may be one of the funniest possible for a house party. 
The players sit around the room or in a circle. One player who 
has ready wit is chosen to be ringmaster, or there may be different 
showmen or ringmasters for each group of animals. The ringmaster 
takes his place in the center, and will be more effective if furnished 
with a whip. He shows off in turn different troops of animals, 
pointing out from two to eight players for each troop, according 
to the number who are taking part. These must come forth into 
the center of the ring and go through their paces as indicated by the 
showman. He may thus display the growling and clawing bear, 
the hopping and croaking frog, the leaping kangaroo, the roaring 
and ramping lion, the humped camel, the stubborn and braying 
donkey, the screaming and wing-flapping eagle, the hooking and 
mooing cow, the neighing and galloping horse, etc. 

For instance, the ringmaster may say: ''Ladies and gentlemen: 
I will now exhibit to you a marvelous troup of snorting hippopotami. 
Such graceful carriage has never before been seen in these ponder- 
ous animals. They have learned to gambol in our Northern clime 
with even greater grace than they showed in their native jungles. 
They show almost human intelligence. Sit up there!" (cracking 
his whip) *' Snort to the right ! " Snort to the left 1 " etc. 

When all of the animals in the menagerie have been displayed, 
they may all join in a circus parade, each retaining his distinctive 
character. 



Miscellaneous Active Games 133 



G y MIDNIGHT 

(Twelve O'clock at Night) 

10 to JO or more players. 

Playground; gymnasium; class room. 

One player is the fox and the others sheep. The fox may catch 
the sheep only at midnight. The game starts with the fox standing 
in a den marked in one corner of the playground, and the sheep in 
a sheepfold marked in the diagonally opposite corner. The fox 
leaves his den and wanders about the meadow (playground), where- 
upon the sheep also come forth and scatter around, approaching as 
close to the fox as they dare. They keep asking him, ''What time 
is it?" and he answers with any hour he chooses. Should he say 
"Three o'clock," or "Eleven o'clock," etc., they are safe; but 
when he says " Midnight !" they must run for the sheepfold as fast 
as possible, the fox chasing them. Any sheep caught changes places 
with the fox, and the game is repeated. When played in a class 
room, only a few children should be selected for sheep. 

This game is enjoyed by children of almost any age. 

It affords an excellent opportunity for daring and for finesse. Timid 
children should be encouraged to take risks, approaching near the fox, and 
surrounding him on all sides. All should be taught to make the chase varied 
and difficult for the fox, instead of running in a straight line for the goal. The 
fox has opportunity for much stratagem in choosing for the moment when he 
says "Midnight!" one in which the players are standing where he could 
easily catch or corner them. He may also gain advantage by appearing to 
start in one direction and suddenly changing to another. These elements add 
zest to the game, cultivate prowess, and make the children brighter and more 
alert. (_ 

MOON AND MORNING STARS 

5 to 20 players. 

Out of doors. 

This game is played when the sun is shining. One of the players 
is the moon, and takes her place in a large area of shadow, such as 
would be cast by a large tree or a house. As the moon belongs to 
the night, she may not go out into the sunshine. 



134 Miscellaneous Active Games 

The other players are morning stars, and as they belong to the 
daylight, their place is in the sun. The morning stars dance around 
in the sunlight, venturing occasionally into the shadow where the 
moon is, saying — ■ 

" O the Moon and the Morning Stars, 
O the Moon and the Morning Stars ! 
Who dares to tread — Oh, 
Within the shadow? " 

The moon tries to catch or tag them while they are in the shadow. 
Any star so caught changes places with the moon. 

This game is played by the little Spanish children. 

MOTHER, MAY I GO OUT TO PLAY? 

This is one of the old traditional dramatic games and is found in many 
countries. 

One player represents a mother, and the rest are her children, and 
stand in front of her in a line. One or all of them ask the mother 
the following question, the mother answering as indicated : — 

''Mother, may I go out to play?" 

" No, my child; it is such a wet day." 

''Look how the sun shines, mother." 

" Well, make three round courtesies and be off away. " 

The children thereupon make three "round courtesies" by whirl- 
ing around and dipping down suddenly to spread the skirts out. 
They then run away and pretend to play. Soon they return and 
knock at the door. The mother asks : — 

" What have you been doing all this time ? " 

"Brushing Jennie's hair and combing Jennie's hair." 

"What did you get for it?" 

"A silver penny." 

"Where's my share of it?" 

"The cat ran away with it." 

"Where's the cat?" 

"In the wood." 

"Where's the wood?" 

"Fire burnt it." 



Miscellaneous Active Games 135 

"Where's the fire?" 

" Moo cow drank it. " 

"Where's the moo cow?" 

*' Sold it for a silver penny. " 

" What did you do with the money ? " 

"Bought nuts with it." 

"What did you do with them?" 

"You can have the nutshells, if you like. " 

The last words being rather disrespectful, the mother at once 
chases the children, calling, "Where's my share of the silver 
penny? " The players being chased, reply, " You may have the 
nutshells!" The mother thus catches the children, one after 
another, and pretends to punish them. 

MOTHER, MOTHER, THE POT BOILS OVER! 

5 to II players. 
Indoors ; out of doors. 

This is a traditional dramatic game. 

One player represents an old witch, another a mother, another 
the eldest daughter, another a pot boiling on the hearth, and the 
balance are children, named for the days of the week, Monday, 
Tuesday, etc. 

The old witch hides around the corner of a house or other con- 
venient place, and peeps out, while the mother says to her eldest 
daughter, "I am going away, and I want you to let nothing happen 
to your sisters. " To the others she says, " Monday, you take care 
of Tuesday, and Tuesday, you take care of Wednesday," etc., 
until she comes to the last child, when she says, "And Saturday, 
take care of yourself." Then to the eldest, "Be sure and not let 
the old witch take any of your sisters. You can also get the din- 
ner, and be sure not to let the pot boil over. " 

The mother then goes away and stays at a distance out of sight. 
As soon as the mother has gone, the old witch, stooping, lame, and 
walking with a stick, comes and raps with her knuckles on the 
supposed door. The eldest daughter says; "Come in! What do 
you want?" 



136 Miscellaneous Active Games 

Old Witch, Let me light my pipe at your fire ; my fire is out. 

Eldest Daughter. Yes, if you will not dirty the hearth. 

Old Witch. No, certainly ; I will be careful. 

The eldest daughter lets her in and goes about her work, setting 
the table or looking on the shelf, when the old witch suddenly 
stoops down and blows the ashes on the hearth; whereupon the 
pot makes a hissing sound as though boiling over, and the old 
witch catches hold of Monday and runs away with her. 

The eldest daughter cries out, "Mother, mother, the pot boils 
over!" 

The mother calls back, ''Take the spoon and skim it." 

"Can't find it." 

"Look on the shelf." 

"Can't reach it." 

"Take the stool." 

"Leg's broken." 

"Take the chair." 

" Chair's gone to be mended. " 

Mother, " I suppose I must come myself !" 

The mother then returns, looks about, and misses Monday. 
"Where is my Monday?" she demands of the eldest daughter. 

The daughter says, "Under the table." The mother pre- 
tends to look under the table, and calls "Monday!" then says, 
"She isn't there." The daughter suggests various places, up on 
the shelf, down in the cellar, etc., with the same result. Finally, 
the eldest daughter cries and says : " Oh, please, mother, please I 
I couldn't help it, but some one came to beg a light for her pipe, 
and when I looked for her again she had gone, and taken Monday 
with her." 

The mother says, " Why, that was the old witch ! " She pretends 
to beat the eldest daughter, and tells her to be more careful in the 
future, and on no account to let the pot boil over. The eldest 
daughter weeps, promises to be better, and the mother again goes 
away. The old witch comes again, and the same thing is repeated 
until each child in turn has been taken away, the old witch pretend- 
ing each time to borrow a different article that is used around the fire, 
as the poker, the kettle, etc. Finally, the eldest daughter is carried 
off too. 



Miscellaneous Active Games 137 

The pot, which has boiled over with a hissing sound each time 
the old witch has come to the hearth, now boils over so long and so 
loudly that the mother hears it and comes back to see what is the 
matter. Finding the eldest daughter gone too, the mother goes in 
search of them to the witch's house. On the way she meets the old 
witch, who tries to turn her from her path by speaking of various 
dangers. 

The mother asks of her, "Is this the way to the witch's house?" 
and the witch replies, " There is a red bull that way. " 

"I will go this way." 

" There is a mad cow that way. " 

" I will go this way. " 

" There is a mad dog that way. " 

Finally, the mother insists on entering the witch's house. The 
witch refuses to let her in, saying — 

"Your shoes are too dirty." 

"I will take them off." 

" Your stockings are too dirty. " 

" I will take them off." 

"Your feet are too dirty." 

The mother grows angry at this, pushes her way into the house, 
and calls her children. The witch is supposed, prior to this, to 
have cooked the children, made them into pies, and put them in a 
row, naming them apple pie, peach pie, etc. They stand or sit 
with their faces or heads covered. 

The mother approaches them and says, "You have some pies?" 
The old witch says, "Yes, some very nice apple pie." The 
mother proceeds to taste the apple pie and says, "This needs more 
sugar. " The witch pretends to stir in more sugar, whereupon the 
mother tastes again and says, " Why, this tastes exactly like my 
child Monday!" Monday thereupon uncovers her face and says, 
"It is Monday!" The mother shakes her and says, "Run away 
home ! " which she does. 

This is gone through with each pie in turn, the mother finding 
them in need of more salt or longer cooking or some other improve- 
ment before she discovers in each case one of her children. When 
all have been sent home, the mother, joined by the children, chases 
and catches the witch. 



138 Miscellaneous Active Games 

This is one of the oldest traditional games, of which many versions are 
given by Mrs.Gomme and Mr. Newell, both from Great Britain and America. 
Several incidents here given the present writer has gathered directly from 
players of the game. According to Mrs. Gomme, the game probably illus- 
trates some of the practices and customs associated with fire worship, worship 
of the hearth, and ancient house ritual. The magic pot boils over when any- 
thing is wrong and as a warning to the mother that she is needed. The inci- 
dent of the witch taking a hght from the hearth is very significant, as, according 
to an old superstition, the giving of a brand from a hearth gave the possessor 
power over the inmates of the house. The sullying of the hearth by the old 
witch in blowing the ashes has also an ancient significance, as fairies were said 
to have power over inmates of a house where the hearth or threshold had been 
sullied. 

O MY LADY'S TOILET 

10 to JO or more players. 

Parlor; schoolroom. 

This a French form of a game known in America as Spin the 
Platter. Each of the players is named for some article of My 
Lady's toilet, such as her gown, necklace, evening coat, slippers, 
bracelet, etc. All sit in a circle except one, who stands or 
crouches in the center and spins a plate or tray, at the same time 
saying, "My Lady wants her necklace;" or names some other 
article of the toilet. The player representing the article thus named 
must rush to the center and catch the plate before it stops spinning 
and falls to the ground. If successful, the player takes the place of 
the spinner. If unsuccessful, she returns to her place and pays a 
forfeit, which is redeemed at the end of the game. The speaker 
should name the different articles while carrying on a flow of 
narrative, as, for instance : " My Lady, being invited to a ball at the 
king's palace, decided to wear her blue gown. With this she called 
for her silver slippers, her white gloves, her pearl necklace, and a 
bouquet of roses. As the evening was quite cool, she decided to 
wear her white opera coat,^^ etc. The speaker will make several 
opportunities for introducing mention of the ball, and whenever 
she says anything about the ball, all the players must jump up and 
change places, the spinner trying to secure one for herself in the 
general confusion. One odd player will be left without a place, and 
she becomes spinner. When boys are playing, they may appropri- 
ately take the parts of carriage, horses, footmen, the escort, etc. 



Miscellaneous Active Games 139 

NUMBERS CHANGE 

(See also Exchange.) 
10 to JO or more players. 
Parlor; playground; gymnasium; schoolroom. 

The players stand in a large circle and are numbered consecutively. 
One player takes his place in the center. He calls two numbers, and 
the players whose numbers are called must change places while the 
center player tries to secure one of their places. The one who is 
left without a place changes places with the center player. 

FOR THE SCHOOLROOM.— This game may be adapted by select- 
ing two players as chasers, who take their places in the front of the 
room. These players are not blindfolded, as in the parlor form of the 
game. All of the other players are seated, having been numbered. 
The teacher calls two numbers, when the players bearing those 
numbers must rise at once and exchange seats, the two chasers 
trying to catch them before they can get to their seats. 

When a game is played under these circumstances, it is not 
permissible for the chaser to take a vacant seat ; he must catch the 
player who is running for it. No player, having once left his own 
seat, may return to it, but must keep up the chase until he is caught 
or reaches the seat for which he is running. 

This game gives opportunity for some very lively chasing, with good running 
and dodging up and down the aisles. As in all running games in the class room, 
the seated players should keep their feet out of the aisles. 

For young children it may be found desirable to have only one chaser. It 
generally adds to the interest of the game to have a general exchange of seats 
at the opening of the game, immediately after the numbers have been assigned, 
and before the chasing is commenced, as then the person who calls the numbers 
is at a loss to know how near or distant those called may be in relation to each 
other, and this element adds much to the sport of the game. 

OBSERVATION 

5 to 60 players. 

Parlor; schoolroom. 

This game is a test of visual memory. When played in a parlor, 
all the players are seated except one, who passes around a tray or 



140 Miscellaneous Active Games 

a plate, on which are from six to twenty objects, all different. These 
may include such things as a key, spool of thread, pencil, cracker, 
piece of cake, ink bottle, napkin ring, small vase, etc. The more 
uniform the size and color of the objects the more difficult will be the 
test. The player who carries the tray will pass at the pace of an 
ordinary walk around the circle, giving each player an opportunity 
to look at the objects only so long as they are passing before him. 
It is not allowable to look longer than this. The observer must 
then at once write down on a slip of paper the names of as many 
of the objects as he can remember. The player wins who writes 
correctly the longest list. 

It is sometimes more convenient to have the articles on a table and 
the players all pass in a line before them. 

IN THE SCHOOLROOM.— The objects should be placed on the 
teacher's desk, so shielded that pupils cannot see them except as 
they march past the desk. This they should do, returning at once 
to their seats and writing the list. Used in this way, the game may 
be made to correlate with nature study, the objects to be observed 
being grasses, shells, leaves, stones, woods, etc. 

ODD MAN'S CAP 

10 to JO or more players. 

Playground; gymnasium. 

Twelve players make the best-sized group for this game ; where 
there are more players, they should be divided into small groups. 
All but one of the players stand in a circle with considerable 
space between each two. The odd man stands in the center. Each 
player is provided with a stick about two feet in length; canes or 
wands may be used as a substitute, but the shorter sticks are better ; 
they may be whittled from branches or bits of wood, and should not 
be pointed at the ends. The odd man tosses his cap or a cloth 
bag toward the circle. The players endeavor to catch it on their 
sticks, and keep it moving from one to another, so as to evade the 
odd man, who tries to recover his property. Should he succeed, he 
changes places with the one from whom he recovered it. The sticks 
must be kept upright in the air. A dropped cap may be picked up 
only by hand, not on a stick. The sticks must always be held 



Miscellaneous Active Games 141 

upright. An old stiff hat, or a cap or bag wired around the edge 
to keep it spread open, makes the best game. 

This game holds the interest of the players intently and is full of 
sport. 

OLD BUZZARD 
5 to JO or more players. 
Playground. 

This is one of the old dramatic games, probably better known in America 
than any other of this type. 

One player is chosen to represent the ''Old Buzzard ''; another 
player represents a hen, and the remainder are chickens. All the 
players circle around the buzzard, saying in chorus : — 

" Chickany, chickany, crany crow ; 
I went to the well to wash my toe; 
And when I came back a chicken was gone." 

The hen finishes by asking alone, " What o'clock is it, old buzzard ? " 
The buzzard crouches on the ground during the repetition of the 
verse, going through the pantomime of building a fire with sticks, 
and in answer to the question may name any hour, as eight o'clock, 
nine o'clock, ten o'clock. So long as the buzzard does not say 
twelve o'clock, the players continue to circle around, repeating the 
verse, the final question being asked each time by a different player, 
until the buzzard finally says, "Twelve o'clock!" When this 
occurs, the ring stands still, and the following dialogue takes place 
between the buzzard and the hen : — 

Hen. Old buzzard, old buzzard, what are you doing ? 

Buz. Picking up sticks. l 

Hen. What do you want the sticks for? 

Buz. To build a fire. 

Hen. What are you building a fire for ? 

Buz. To broil a chicken. 

Hen. Where are you going to get the chicken ? 

Buz. Out of your flock 1 
The buzzard, who keeps a crouching attitude with face downcast 
during this dialogue, suddenly rises on the last words and chases 
the players, who scatter precipitately. When a player is cap- 



142 



Miscellaneous Active Games 



tured, the buzzard brings him back, lays him down, and dresses 
him for dinner, while the rest of the players group around. The 
buzzard asks of the captured chicken, "Will you be picked or 
scraped?" and goes through the motions of picking feathers or 
scaling fish, as the chicken decides. The buzzard then asks, 
" Will you be pickled or salted ? " " Will you be roasted or stewed ?" 
each time administering to the recumbent chicken the appropriate 
manipulations. At the end he drags the victim to a corner, and 
the game goes on with the remainder of the players. 



OLD MAN TAG 

10 to 60 players. 

Schoolroom, 

The players are in groups of two rows each, which play together. 
These two rows face away from each other. Thus the first and sec- 
ond row will turn respectively 
to the right and left, with their 
feet in the aisles, toward which 
they then face. This will leave 
a free aisle between them, in 
which the " old man" may run 
about. The third and fourth 
rows play together, facing away 
from each other, and leaving a 
free aisle for their old man or 
tagger. This will bring the 
second and third rows with 
their feet in the same aisle. 
For each group one player is 
selected to be old man or tagger. The teacher gives a signal, 
whereupon all of the players stand. The object of the game 
is for the old man to tag any player who is standing. The 
players may avoid this by sitting whenever the old man 
approaches them. Should he succeed in tagging any player, 
that player must remain seated until the end of the game, 
but any player who sits to escape tagging must rise again as soon 




Old Man Tag 



Miscellaneous Active Games 143 

as the old man has moved away from his vicinity. The player is 
considered to have won who longest avoids the old man. 

Children are very fond of this game in many grades, and it may be made very 
lively, the old man dodging rapidly up and down his aisle, and the other play- 
ers bobbing quickly up and down from their seats. 

Q OLD WOMAN FROM THE WOOD 

(For boys, see Trades.) 
10 to 60 or more players. 
Parlor; playground; schoolroom. 

The players are divided into two even parties, which face each 
other from a short distance. One party advances toward the other, 
remarking, "Here comes an old woman from the wood." The 
second party answers, "What canst thee do ? " whereupon the old 
woman replies, "Do anything!" The second party then says, 
"Work away !" whereupon all the players in the first party proceed 
to imitate some occupation in which an old woman might engage, 
and which they have previously agreed on among themselves, such 
as sewing, sweeping, knitting, digging a garden, chopping wood, 
kneading bread, stirring cake, washing, ironing, etc. The opposite 
party tries to guess from this pantomime the occupation indicated. 
Should they guess correctly, they have a turn to perform in the same 
way. Should they be unable to guess correctly, the first party 
retires, decides on another action, and returns. This form of the 
game is generally played by girls. Boys play the same game with 
different dialogue under the name of " Trades. " 

When played in a playground or gymnasium, where there is free 
space for running, a successful guess should be follqwed by a chase of 
the actors by the guessing party, any players caught before a 
designated goal line is reached having to join the party of their 
captors. The party wins which secures all of the players. 

OYSTER SHELL 

10 to 100 players. 

Playground; gymnasium. 

Two parallel lines are drawn across the center of the playground, 
with a space of ten feet between them, which is neutral territory. 



144 Miscellaneous Active Games 

At a considerable distance beyond each line, and parallel to it, a 
second line is drawn, the space beyond being a refuge for any 
players of the party belonging to that side. This second line 
should preferably be at a considerable distance from the starting 
line, so as to give plenty of opportunity for a good chase during the 
game. 

The players are divided into two equal parties, which take place 
one on either side of the neutral territory. Each party chooses a 
color, light or dark, corresponding to the light or dark side of an 
oyster shell or some other small object which is used in the game. 

A neutral odd player who acts as leader takes his place in the 
center of the neutral territory and tosses the oyster shell into 
the air. If there be no such leader available, the parties may 
choose captains to toss the shell alternately. The shell is allowed 
to fall on the ground. If the light side falls upward, the light 
party must turn and run for the goal at the opposite end of the 
ground, the other party chasing them. Any one captured (tagged) 
must carry his captor back to his home goal on his back. A party 
scores one point for each prisoner caught. These may be easily 
counted, as the prisoners carry their victors home pick-a-back. 
The party first scoring fifty or one hundred points (according to 
the number of players) wins the game ; or the winners may be 
determined by the largest score when the game ends. 

Because of the carrying home of the victors by the players who are caught, 
it is advisable that some means be adopted to have opponents of nearly equal 
size. This is easily done by having the players line up according to size at the 
opening of the game and assigned alternately to the different sides. In any 
event, the tall players should be placed opposite each other, and the smaller 
players vis-a-vis. 

This game is from the ancient Greeks, and is said to have arisen from a 
custom of exiling wrangling political opponents by writing their names on an 
oyster shell and sending from the city the one whose name fell uppermost when 
the shell was tossed. Some modern adaptations are here given. 

C PAR 

10 to JO or more players. 

Playground; gymnasium. 

This is a leapfrog game in which the distance of the back 
from, the jumping line is advanced after each round a "foot and a 



Miscellaneous Active Games 145 

half," measured in a certain way called a "par. " The game starts 
with the back at a given distance from the line. After each player 
has ^' overed," the back places one foot with the outer edge on the 
line on which he has been standing, puts the heel of the other foot 
against the instep so that the second foot will be at right angles to 
the first, and marks a new line at the point where the toes come. 
The new line is thus the length of one foot in advance of the first 
line, plus the width of the other foot at the instep. The players 
then leap again from the starting line, and as the back moves 
farther away, they add to their leaps each time, as becomes neces- 
sary for the greater distance, as follows : (i) leap ; (2) hop and 
leap ; (3) hop twice and leap ; (4) hop three times and leap ; (5) 
hop, skip, jump, and leap. 

Any player failing to "over" changes places with the back. 

PARTNER TAG 

4 to 100 players. 

Indoors; out of doors; schoolroom. 

All of the players but two hook arms in couples. Of the two 
who are free, one is It or chaser, and the other the runner. The 
runner may save himself by locking arms with either member of 
any couple he chooses^ Whenever he does so, the third party of 
that group becomes runner and must save himself in like manner. 
If the runner be tagged at any time, he becomes It or chaser ; and 
the chaser becomes runner. 

To get the proper sport into this game, the couples should run 
and twist and resort to any reasonable maneuver to elude the runner, 
who is liable at any time to lock arms with one of them and so 
make the other a runner. 

For large numbers there should be more than one runner and 
chaser. 

Q PEBBLE CHASE 

5 to JO or more players. 

Gymnasium; playground; out of doors. 

One player, who is the leader, holds a small pebble between the 
palms of his hands, while the others stand grouped around him, 



146 Miscellaneous Active Games 

each with his hands extended, palm to palm. The leader puts his 
hands between the palms of each player, ostensibly to drop therein 
the pebble which he holds, as in the game called " Button, button. " 
The player who receives the pebble is chased by the others, and 
may only be saved by returning to the leader and giving the 
pebble to him. This chase may begin as soon as the players 
suspect who has the pebble. Each player should therefore watch 
intently the hands and faces of the others to detect who gets it, 
and immediately that he suspects one, start to chase him. It is 
therefore to the interest of the player who gets the pebble to conceal 
that fact until the attention of the group is distracted from him, 
when he may slip away and get a good start before he is detected. 
He may do this whenever he sees fit, but may not delay after the 
leader has passed the last pair of hands. The leader will help to 
conceal the fact of who has the pebble by passing his hands between 
those of the entire group, even though he should have dropped the 
pebble into the hands of one of the first players. 

If the pebble holder gets back to the leader and gives him the 
pebble before being tagged, he continues with the group. If 
the pebble holder is caught before he can get back to the leader, 
he must pay a forfeit or change places with the leader, whichever 
method is decided on before the game opens. 

In a crowded playground it is well to require that the chasers 
follow over exactly the same route as the pebble man. Under 
such conditions, the game is more successful if limited to ten players 
to a group. 

This game is from the modern Greeks. It is found to bear transplanting 
excellently, being full of interest and sport. 



PINCH-O 

5 to JO or more players. 

Gymnasium; playground. 

This is a game of chase, an advancing line (rank) of players 
turning and fleeing from an odd player in front of them when a 
signal is given. The players in the advancing line pass a " Pinch" 
(hand pressure) from one to another along the line, the end players 



Miscellaneous Active Games 147 

calling out " Pinch !" and '' O !" respectively at the start and finish 
of this performance. The '' O " is the signal for the chaser to start. 
The chaser therefore watches the hands carefully to detect the 
pressure and know when it is approaching the end; the other 
players naturally try to conceal this passing of hand pressure, 
delaying or hastening it to take the chaser unaware. 

The player who is It walks backward, being about ten feet in 
front of the others, who advance slowly forward in a line, holding 
hands. The player on one end of the line calls "Pinch !" and at 
once squeezes or pinches the hand of the player standing next. 
This player slightly presses the hand of the one on his other side, 
and so on across the line until the pressure is felt by the last player on 
the opposite end, who at once calls out ''O !" Immediately that 
the " O " is heard, the entire line is liable to be tagged by the one who 
is walking backward in front of them, and they therefore instantly 
turn and run for "home," a place determined beyond certain 
boundaries at one end of the ground. The one who is It gives 
chase, and any one tagged by him must join him in tagging the 
players when the game is repeated. The game ends when all are 
caught, the last player to be caught being the winner, and taking 
the part of the odd player for the next round. 

PITCH PEBBLE 

4 to 10 players. 

Out of doors; seashore. 

This game may be played with pebbles, shells, or nuts, each 
player having two or four of such articles. The object of the game 
is to throw these pebbles into a hole about four inches in diameter, 
which should be made in the ground. The first part of the game is 
concerned with determining the order in which the players shall 
take turns. Ten feet from the hole a place is marked, from which 
the players throw in turn until each has had enough turns to have 
thrown all of his pebbles. The one who has succeeded in landing 
a pebble nearest the hole becomes the first player, and takes his 
stand on a second mark drawn one fourth nearer the hole, all the 
players meanwhile having gathered up their pebbles again. These 
are all given to the successful player, and he pitches them in a mass 



148 



Miscellaneous Active Games 



toward the hole, becoming the owner of as many as fall into the hole. 
Any pebbles that do not go in the hole are gathered up by the 
player who in the original throwing came out second in trying to 
get near the hole, and he, in turn, throws these in mass, standing 
also at the nearer throwing point from which his predecessor threw. 
All of the players take turns in this way until all of the pebbles have 
been appropriated. The player wins who gets the most pebbles. 
Pebbles won are not thrown again, but kept for score. 
For good players the distances from the hole may be increased. 



POISON 



10 to JO or more players. 



Gymnasium; playground; seashore. 

A circle is marked on the floor or ground considerably smaller 
than an outer circle formed by the players, clasping hands. Each 
player tries, by pulling or pushing, to induce the others to step 

within the smaller circle, but 
endeavors to keep out of it 
himself. Any one who 
touches the ground within 
the inner circle, if only with 
one foot, is said to be 
poisoned. As soon as this 
happens, the player or 
players so poisoned become 
catchers; the other players 
shout ''Poisoned!" and at 
once break the circle and run 
for safety, which consists in 
standing on wood. The mer- 
est chip will answer, and 
growing things are not counted wood. If played in a gymna- 
sium, iron may give immunity instead of wood. Any one caught 
before reaching safety, or in changing places afterward, joins 
the catchers, and when all have been caught, the ring is once 
more surrounded. 




Poison 



Miscellaneous Active Games 



149 



POISON SNAKE 

10 to JO or more players. 
Gymnasium; playground. 

The players join hands to form a circle. About fifteen Indian 
clubs or tenpins are placed in the center of the circle, with spaces 
between them in which 
a player might step. 
The players then try, 
by pushing or pulling 
their comrades by 
means of the clasped 
hands, to make them 
knock over the clubs. 
Any player who over- 
turns a club or who 
unclasps hands must 
at once leave the circle, 
the club being replaced. 
The first players so 
leaving start a " scrub' ' 
circle ; players dis- 
qualified in the scrub 
circle start another in their turn, etc. The player wins who is 
left in the original circle. Where several circles have been formed, 
the several winners may form a circle at the close and play to 
determine the final winner. 

This game has possibihties for much sport and skill. The agility with 
which players leap over or pass between the clubs is as important a part of the 
game as the pulling and pushing. The clubs should be sufficiently scattered 
to make it possible for a player to save himself in this way. Children may 
need to have this feature of the game pointed out to them. The game is equally 
interesting to children or adults, but obviously requires gymnasium suits for 
girls or women. 

POM POM PULLAWAY 

5 to JO or more players. 
Out of doors. 

This game is often played between the curbings of a city street, 
but is suitable for any open play space which admits of two lines 





*^ 


X 


•¥ 




Ar 


• 


• 
• 


• 


•A 


>i 


• 
• 


• 

CLUBS 


• ' 


lit 




• 


• 


• 




i- 


•. 


• 




V 




^ 


n 


■^ 





Poison Snake 



150 Miscellaneous Active Games 

drawn across it with a space of from thirty to fifty feet between 
them. All players stand on one side behind one of the dividing 
lines, except one player who is It and who stands in the center of 
the open ground. He calls any player by name and adds a formula, 
as below : — 

"John Smith, Pom Pom Pullaway! 
Come away, or I'll fetch you away!" 

Whereupon the player named must run across the open opace to 
the safety line on the opposite side, the one who is It trying mean- 
while to catch him before he reaches that line. If he gets over 
safely, he remains there until all of his comrades have joined him 
or have been caught. Any one caught by the one who is It joins 
the latter in helping to catch other players as they dash across the 
open space, but the one originally It remains the caller throughout 
the game. After all of the uncaught players have crossed to one 
side, they try in the same way to return to their first goal. The 
first one to be caught is It for the next game. 

Players should give the chaser as much difficulty as possible in catching 
them by making feints in one direction and suddenly running in another, or by 
running diagonally instead of straight across, etc. 



POOR PUSSY 

5 to 20 players. 

Parlor. 

The players sit in a circle, except one who is chosen for Poor 
Pussy. Pussy kneels in front of any player and miaous. 
This person must stroke or pat Pussy's head and say, 
"Poor Pussy! Poor Pussy! Poor Pussy!" repeating the words 
three times, all without smiling. If the player who is petting Puss 
smiles, he must change places with Puss. The Puss may resort to 
any variations in the music of the miaou, or in attitude or expression, 
to induce the one who is petting to smile. 

This may be made one of the most amusing games for adults at a house 
party. The writer has seen some of the most dignified professional people 
laughing until the tears came while playing this simple little game. 



Miscellaneous Active Games 151 

POTATO RACES 

Four forms of Potato Race are here given as follows : — 

Potato Race I. Individual competition; rules of Amateur Athletic 
Union of the United States. Placing potatoes on marked spots; gathering 
them up not a part of the game. 

Potato Race II. Team competition. One player places the potatoes 
on spots ; the next gathers them up, etc. 

Potato Shuttle Relay. Rules of Girls' Branch, Public Schools Ath- 
letic League, New York City. Alternate placing and gathering up. 

Potato Spoon Race. Only gathering up of potatoes. 

POTATO RACE— I 

(For individual competitors) 
2 to 60 or more players. 

Playground; gymnasium. 

The simpler and usual Potato Race is played in two forms: (I), the 
players competing as individuals; and (II), competing as teams. The 
following description is for individual competition ; the team game is described 
as Potato Race 11. There are other forms of playing the individual game; 
the one given here is according to the rules of the Amateur Athletic Union. 

The competitors should each wear a large number pinned across 
the shoulders on the back, where it may be read plainly by the judges. 
The competition is carried on in heats, as many players as the 
playing space will allow playing in each heat. Potatoes should be 
used, or blocks of wood are ofhcially permissible. These wooden 
blocks may be secured of potato shape, and are better than those of 
cubical form, as the latter are apt to land on the corners and bound. 

A starting line is drawn across the ground. At right angles to it a 
row of potatoes is placed for each player in the heat. The potatoes 
should be two yards apart and eight in number. (This is the official 
number and distance for the Amateur Athletic Union ; the number 
varies in unofficial games, but should be equal for the different rows.) 
The first potato should be two yards from the receptacle, which is 
usually placed on the starting line, one beside each competitor. 
This receptacle should be a pail, basket, box, or can. The official 
dimensions of the A. A. U. call for its being not over two feet in 
height, with an opening not over thirty-six inches in circumference. 



152 Miscellaneous Active Games 

In handicap events the starting mark is paid from the rear of the can. 
The potatoes are replaced on the marks before the beginning of each 
heat, the game in this form consisting solely of gathering them up, 
not in placing them. There is no rule against tossing a potato into 
the receptacle, but it is poor policy to do so, as it increases the 
risks of failure. 

The contestants start, as for a race, in response to the starter's 
signals, " On your marks !" '' Get set !" " Go !" The game consists 
in picking up the potatoes one at a time and placing them in the 
receptacle. The potatoes may be picked up in any order desired. A 
potato dropped, however, must be picked up before another potato 
be touched, or the player is disqualified. Similarly, a potato missing 
the receptacle or bounding out of it must be placed in it before the 
next potato be touched, or the player is disqualified. When all 
the potatoes have been placed in the receptacle, the player finishes 
by dashing across a finish line, a tape, or strand of worsted, stretched 
five feet back of the receptacle. As in all races in athletic form, 
a player is disqualified for interfering with any other competitor, 
or for touching the finish tape with the hands or arms: the tape 
should be breasted. The winners in each heat play a final race; 
or, with large numbers competing, semi-finals before the finals. 
Where small numbers are competing, those finishing first, second, 
and even third, may be entered for the final trials. In case of a tie, 
both competitors are entered for the next (final, or semi-final) heat, 
or, if tied in the final heat, the tied competitors play again. 

POTATO RAGE — II 

(Team competition) 
10 to 100 players. 

Playground; gymnasium; seashore. 

The first description here given is for an informal game. This 
is followed by the rules for strict athletic procedure. 

The ground is marked off with a starting line. At right angles 
to it are marked two or more rows of spots according to the number 
of teams competing, the spots being from three to six feet apart, 
each row containing from six to ten. On each spot is placed a 
potato ; or a stone, block of wood, or any other object may be sub- 



Miscellaneous Active Games 153 

stituted ; on the seashore bathing slippers may be used. Potato- 
shaped blocks of wood may be had as substitutes for potatoes, and 
are better than cubical blocks, which are apt to land on the corners 
and bound. 

The players are divided evenly into competing groups which 
line up in single file behind the starting line, each file being in line 
with one of the rows of potatoes. Beside the leader of each file 
is a box or basket ; or a circle may be drawn on the ground instead. 
At a signal each leader runs forward, picks up a potato, brings it 
back and puts it in the box, goes for another, etc., until all the 
potatoes in his row have been gathered in. He may pick them up 
in any order that he chooses. Immediately that the last potato is 
placed, this player touches the outstretched hand of the next player 
in his file, and at once leaves the playing space ; he should not line 
up again with his team. The next player in the file starts out 
immediately on receiving the ''touch off," replaces the potatoes 
one at a time, and touches off the next player, who gathers them in, 
and so on, alternately, until each player has had his turn. The 
team wins whose last player is the first to dash back over the starting 
line. 

For an athletic contest for adults, the following rules are typical: — • 
There should be eight potatoes for each team, placed two yards apart, the 
first potato two yards from the receptacle. The receptacle should be either a 
pail, basket, box, or can, not over two feet in height, having an opening not 
over thirty-six inches in circumference. The finish line is a "tape" (strand 
of worsted) stretched parallel with the starting line and five yards back of the 
receptacle. There should be a judge of fouls for each team and two judges at 
finish. Fouls are : — 

1. Not placing a potato accurately on the spot. 

2. Leaving a potato outside the receptacle instead of in it, whether it be 
dropped there or bound out. ^ 

3. Starting over the line without or before the "touch off." 

A foul corrected before the next step in the game be taken does not score 
as a foul. The teams win first, second, third, and fourth places in the order of 
finishing, if there be no fouls. Where fouls have been scored, the team finishing 
first, with the fewest number of fouls, has first place, etc. In case of a tie, the 
tied teams must play again to determine the winner. 



Teams 


Order of Finishing 


Fouls 


Order of Winning 


A 


2 







First place 


B 


I 




4 


Third place 


C 


4 




6 


Fourth place 


D 


3 




2 


Second place 



154 Miscellaneous Active Games 

POTATO SHUTTLE RELAY 

20 to 100 players. 

Playground; gymnasium; seashore. 

This first description is for an informal game. This is followed 
by rules for an athletic contest. 

This is a form of potato race suitable for large numbers. The 
ground is marked off with two starting lines, one at either end of 
the ground. At even intervals between these two lines a row of 
from four to ten spots should be clearly marked on the ground, 
each row forming a line at right angles to the starting lines. There 
should be as many rows of this kind as there are teams. 

On the first spot of each row should be placed a box, basket, 
or pail, and in it three or more potatoes, according to the number 
of spots. Stones may be used, blocks of wood, or any other uni- 
form objects as a substitute for potatoes, but the latter are best. 

The players are divided into two or more equal groups, and each 
group is subdivided as for a shuttle relay into two divisions. One 
division of each group stands in single file behind the starting line 
at one end of the ground, the other division facing it in single 
file behind the opposite starting line. Between the two divisions 
should stretch the row of spots. The receptacle should be on 
the spot near the first runner. 

At a signal, the first runner of each team starts over the line, 
takes a potato from the box, places it on the first spot, returns, 
gets another potato, places it on another spot, and so on until all 
are placed; he need not observe strictly the consecutive order of 
the spots. He then runs forward and touches the outstretched 
hand of the first runner in the opposite file of his team. This 
runner must pick up the potatoes and replace them in the box one 
at a time, and then "touch off" the player facing him in the opposite 
file. Each player, as he finishes his part ("touches off" the next 
runner), should leave the running space entirely and not line up 
with his team. The line nearest the box serves as a finish line, and 
the team wins whose last runner, having replaced the last potato, 
is first to get over this line. 

If a potato be dropped, the runner must pick it up and replace 
it in the box or on the spot, then make his play over again. 



Miscellaneous Active Games 155 

The above description is for a comparatively informal game. For a strict 
athletic contest for junior players the following rules, used by the Girls' Branch 
of the Public Schools Athletic League, New York City, are given : — 

The laying out of the grounds should be for four spots in each row, two yards 
between each, with the starting lines two yards back of the first and fourth 
spots. The receptacle is placed on the spot nearest the first runners, and 
should be a pail, basket, box, or can, not over twenty-four inches in circum- 
ference at the opening. Three potatoes are used. 

The first runners start on signals, "On your marks!" "Get set!" (or "Get 
ready!") "Go!" There should be a judge to score fouls for each division 
of each team, and two judges at the finish. 

In case of a tie, the tied teams play again. 

Fouls consist in: i. Placing a potato otherwise than on the mark. 2. Leav- 
ing a potato outside the receptacle instead of in it, whether it be dropped out- 
side or bound out. 3. Starting over the fine without the "touch off." Any 
foul corrected before going on with the next step in the game does not score as 
a foul. Teams win in the order of finishing, plus consideration of the record 
on fouls. Thus, a team finishing fourth, with no fouls, would get first place, if 
the teams finishing first, second, and third all had fouls. 

Teams Order of Finishing Number of Fouls Order of Winning 

A I 8 Fourth place 

B 3 3 Third place 

C 4 o First place 

D ' 2 3 Second place 



POTATO SPOON RACE 

6 to 60 players. 

Parlor; playground; gymnasium. 

This is a form of potato race that may afford much amusement, 
especially for indoor companies. The players are divided into two 
or more groups which compete against each other. Each group 
lines up in single file, so that the leaders all toe a starting line. 
Placed on the floor in front of each group, and stretching ahead in 
the same direction, should be a row of potatoes at intervals of two 
or three feet apart, one for each player in the file. The larger and 
the more irregular in shape the potatoes the better. There should 
be from six to ten potatoes for each row. Each leader should be 
furnished with a teaspoon, and beside the leader of each file should 
be a pan, box, or basket, in which the potatoes arc to be placed. 
At a signal each leader starts forward, takes up a potato on the 



156 Miscellaneous Active Games 

spoon, carries it to the box or basket beside his first standing position, 
and places the potato in it ; he then hands the spoon to the next 
player, and passes off the playing field, not lining up again with his 
team. The second player picks up the next potato, puts it in the 
box, and so on, until all have played, the last one standing beside 
the box with the spoon held aloft as a signal that he has finished. 
It is not allowable to touch the potato with anything but the 
spoon. Should a potato be touched otherwise, the player must 
replace it and pick it up again on the spoon. Should a potato 
drop from the spoon, it must be picked up on the spoon where it 
dropped, and the play continued from that point. 

PRISONER'S BASE 

Prisoner's Base is one of the most popular games for both boys and girls 
who are beginning to care for team organization, and is capital for adults. It 
gives opportunity for vigorous exercise for all of the players, for the use of 
much judgment, prowess, and daring, and for simple team or cooperative work. 

The game is found under many different forms. Several, which offer 
marked or typical differences, each possessing distinct playing values, are given 
here. These differences are in (i) the arrangement of the ground, and (2) the 
rules governing the players and game. 

The differences in the grounds may be classed as follows : — 

I. The entire playground divided in two divisions, one belonging to each 
party, each division having a small pen for prisoners at the rear. (Diagram I.) 

II. The main part of playground neutral territory, with home goals for the 
opposing parties at opposite ends, with prisons in, near, or-attached to them. 
(Diagrams II, V.) 

III. The main part of playground neutral territory, with home goals for 
both parties at the same end, attached or separate, and prisons at the oppo- 
site end, either (i) on the same side of the ground as the home goal, or (2) on 
the enemy's side of the ground. (Diagrams III-IV.) 

The rules for play for the second and third types of ground are funda- 
mentally the same, though differing in details, and they differ from those for 
Diagram I. The playing qualities of the games for the last three diagrams, 
however, are very distinct because of the different methods of the enemies' 
approach to each other (which make differences in the risk of ''dares"), and 
because of the differing risks in rescuing prisoners and taking the enemy's goal 
by entry. 

It has seemed best to make a selection of the typical forms, and leave the 
leader of games free to choose his own. The first form is the simplest for 
beginners and younger players, and makes a good introduction to the game for 
such players. 



Miscellaneous Active Games 



157 



Stealing Sticks is still another form of Prisoner's Base. The main dif- 
ference lies in the carrying away of the enemy's property. 

Prisoner's Base and related games are supposed to have descended from the 
days of border warfare. They are very old, and Strutt mentions a "Proclama- 
tion at the head of the Parliamentary proceedings early in the reign of Edward 
the Third, . . , where it [Prisoner's Base] is prohibited in the avenues of the 
palace at Westminster during the sessions of Parliament, because of the inter- 
ruption it occasioned to the members and others in passing to and fro." The 
game at that time was played by adults. 



A' 
PRISONy 



PRISONER'S BASE — I 

10 to JO or more players. 

Playground; gymnasium. 

The ground is divided into two equal parts, with a small base 
or prison marked off at the farther end of each division. From 
five to fifteen players guard each side. They venture into the 
enemy's ground, and, if caught, are 
put into the prison, where they must 
remain until tagged by one of their 
own side who is free. Both prisoner 
and rescuer may be tagged and 
brought back to prison before reach- 
ing their own ground. The game is 
won when one side makes prisoners of 
all of its opponents, or when a free 
man enters the opponents' prison, but 
this last may be done only when there 
are no prisoners there. 



A'S TERRITORY 



B'S TERRITORY' 



Prisoner's Base — I 
It is therefore better for 



This form of Prisoner's Base differs from 
others in greater simplicity, both as to the 
arrangement of the ground and the rules of play, 
younger players or beginners in the game. 

The differences in detail consist in : — 

1. The ground being divided by a line through the center into two oppos- 
ing territories. In other forms, the main playground is neutral territory, each 
party having a small home goal marked within it. 

2. In this game (No. I) a player cannot "give a dare " without venturing 
into the opponents' territory, and any opponent may tag him. In other forms, 
the tagging, being on neutral territory, is controlled by limitations as to which 
player was last to leave his home goal, and makes a more complex game. 



158 



Miscellaneous Active Games 



A'S GOAL 
6-TG-8-F-T-.-? 



The rules about (i) a prisoner and his rescuer both being Hable to capture 
on the way home, and (2) to winning by entering the enemy's prison, with the 
restriction that no prisoners must be there, are also distinctive features. 

PRISONER'S BASE— II 

10 to JO or more players. 
Playground; gymnasium. 

Two captains are chosen who select players alternately until 
all are disposed in two parties of equal numbers. A large goal 
is marked off at each end of the ground, with a small base or prison 

in one rear corner of it. The wide, 
open space between the goals is neutral 
territory. The objects of the game are 
to enter the opponent's goal or to make 
prisoners of all of his men. The en- 
trance of one player within the enemy's 
home goal means victory for his side. 
As one player advances for this purpose, 
or "gives a dare," the opponents send 
out a player to tag him, when the first 
side immediately sends out a second 
player to "cover" or protect the darer 
by trying to tag his opponent. The 
first side then sends out a second 
player to "cover" their first man. He is at liberty to tag 
either of the other two players. In this way any or all of the 
players may be out at one time, though it is unwise to leave the 
goal unguarded. Any player may tag any man from the oppo- 
site side who left his goal before he did, but none who came 
out after he did. Whenever a player returns to his home goal, 
which he may do at any time, the man who went out to cover him 
must return also, and of course the man who went out to cover this 
second one, etc. The issuing forth of players, or their return to 
the home goal, is subject at all times to the direction of the captain, 
though much independence of judgment should be exercised by the 
various players. The captain may also designate one player to 
guard the home goal and one to guard the prisoners whenever he 
chooses. 



B'S GOAL 

[prison 



Prisoner's Base — II 



Miscellaneous Active Games 159 

Any player caught (tagged) is placed in the opponents' prison 
("prisoner's base"), where he must remain until rescued by one 
of his own side. The prisoner may reach as far out of the prison 
as possible, so long as one foot is within it. When there are several 
prisoners, they may take hold of hands or otherwise touch each 
other, as by the feet (this is optional with the prisoners), and 
reach forward as far as possible, to be tagged by a rescuer, so 
long as one of them (the last caught) keeps one foot within the 
prison goal. In such a line the first one caught should be farthest 
from the prison, the next one caught holding his hand, and so on 
in the order of capture. A guard should always be at hand to 
intercept any attempts at rescue. A prisoner and his rescuer may 
not be tagged while returning home, but the rescuer may be tagged 
before he touches the prisoner. One rescuer may free only one 
prisoner at a time. Whenever a player is caught, all of the others 
return to their home goals (except prisoners), and a fresh start is 
made in the game. 

Much finessing is possible by engaging the enemy on one side 
of the ground, while a good runner is held in reserve to dash into 
the enemy's goal on the other side. Or one player may, by a wide 
detour, creep around unnoticed to the rear of the enemy's goal and 
enter it from that side. 

Each side should have a captain to maintain discipline, to take 
general direction of the game, and to decide with the opposing 
captain any disputed points. 

This game is more complicated than the one of the same name previously 
described. It is well for beginners to start with the first game. The author 
can testify from vivid recollections the hold which this iorm of the game may 
have for successive seasons on its devotees. Sometimes a " dare line " is 
drawn a few feet in front of each home goal, which challenges the opponents 
to a special thrill of venturesomeness. The game in this form, as a small boy 
said to the author, is " the national game of Minneapolis." 

PRISONER'S BASE- III 

6 to JO or more players. 

Playground; gymnasium. 

The ground is divided according to the accompanying diagram; 
the players, who are divided into two equal parties, with a captain 



i6o 



Miscellaneous Active Games 















B's 




A's 






PRISON 




PRISON 






B'S 

BASE 




A's 

BASE 




1 



Prisoner's Base — III 



for each party, being stationed respectively in the goals marked 
A and B, which are at the same end of the ground instead of at 
opposite ends, as in Prisoners' Base II. In the present form of the 

game, the prison belonging to each side 
is located directly opposite its own 
home goal at the farther end of the 
ground, instead of near its own goal, as 
in II. Rescue of a prisoner is by 
entry of the opponent's prison, not by 
tagging the prisoners; so there is no 
object in the prisoner's reaching out of 
the prison, as in the previous forms of 
the game. 

The two parties decide by counting 
out, holders, drawing lots, or some 
other form of choice, which shall 
commence. One member of this side 
then runs out to the middle of the ground and gives a 
*'nominy," or "dare," calling, "Chevy, chevy, chase! One, two, 
three !" As soon as he has called this (but not before), he is liable 
to be tagged by the opponents, who try to catch him before he 
can run home again. Should he reach home in safety, the oppo- 
nents take their turn in sending a man to the middle to give a 
"dare" in the same way. A player need not run home, however, 
but may remain at large, another player from his side running 
out to cover or protect him by trying to tag the opponent. Sev- 
eral players from each team may be out in this way at one time. 
A player may be caught by any man who left his home goal after he 
did, but by none who left before him. Each player must there- 
fore keep a sharp watch on his opponents to know which of them 
may tag him and which he may tag. This is continued until a 
prisoner is caught, when he is taken by his captor to the prison 
belonging to the side capturing him. A captor may not be tagged 
while taking a prisoner to prison, and is allowed to go back to his 
goal afterward without tagging. If a player can reach the oppo- 
nents' prison without being tagged by an opponent, he releases the 
first prisoner taken there. Both may return home without being 
tagged. The object of the game is to place all of the players of 



Miscellaneous Active Games 



i6i 



PRISON 
FOR 

B 




the opponents^ side in prison, and when that is accomplished, to 
take possession of the opponent's home goal. When this is done, 

the two parties change sides and begin 
again, the losing side being first to send 
a man into the field. 

PRISONER'S BASE — IV 

This differs from the preceding game 
only in the laying out of the ground, 
the prison for each party being on 
the opponent's side of the ground 
instead of on the side of the home goal. 
This arrangement decreases the risk in 
rescuing prisoners. All of the rules for 
the game are the same as in III. 



Prisoner's Base — IV 



PRISONER'S BASE-V 

10 to JO or more players. 
Playground; gymnasium. 

In this form of prisoner's base the ground is marked out in a 
square or oblong, the dimensions varying with the number of 
players and their age or ability as run- 
ners. For average players a ground 
measuring 60 x 60 feet is recommended. 
The two end boundaries serve as base 
lines, the territory beyond each belong- 
ing to the party on that side. In this 
respect the game differs from those 
previously described, in which a limited 
home goal is marked for each team. 
About ten feet from the base line, near 
the left-hand corner of the square or 
oblong, a small prison is marked for each team. 

The first object of the game is to make prisoners of all the op- 
ponents. The second object of the game is to make runs into the 
enemy's territory and back again without being caught (tagged). 




Prisoner's Base — V 



i62 Miscellaneous Active Games 

Three such runs entitle the player making them to select a player 
from the opposing team as a prisoner, or to free one prisoner from 
his own team. Should a player be made a prisoner, any runs he 
may have made into the enemy's territory up to that time are lost 
in his account, and when freed, he must begin his score of runs over 
again to count three. A player returning home after a run into 
the enemy's territory may not capture a prisoner, or free one of 
his own men from prison on the way. A player may not be tagged 
after crossing the opponents' base line until he starts back. In 
returning home after such a run, a player may be tagged by any 
opponent who left his own goal after the runner left his own goal 
(not the enemy's goal), but not by any who started out before the 
runner started. This rule applies to the capture of opponents 
at any time, any player, for instance, on team A, being liable to cap- 
ture by any opponent on team B who left his base line after the A 
man, but not any who left it before he left his own. Similarly, he 
may capture any player on team B who ventured forth before he 
did, but must be on his guard against any who came out after he 
did. Stepping over the side lines while being chased is equiva- 
lent to being caught; but this does not apply when escorting a 
prisoner or at any other time. 

Prisoners may stretch out of the prison as far as possible so long 
as one foot is within it. As the number of prisoners increases, they 
may stretch out in one long file from the prison, provided each 
touches a hand or foot, or some other part of the next player. In 
such a file, the first prisoner captured should be the farthest away 
from the prison, the last one captured with at least one foot in the 
goal, and the others in relative order. After the first prisoner is 
caught, the game centers more on freeing or preventing the freeing 
of prisoners than on runs into the enemy's goal. 

This is the form of Prisoner's Base preferred by Mr. Joseph Lee of 
Boston, and described by him in Playground (No. 8). Mr. Lee says:^ — 

"The interest of the game depends very much on locating the prison in such 
a way as to give the right balance between the forces of offense and defense. 
If it is placed close to the base line of the side by which the capture has been 
made, it is almost impossible to free the prisoner if there is any defense at all. 
The game is often spoiled by this mistake. On the other hand, it must not be 
placed too far out, for if it is, it becomes impossible to win the game, because 
the line of prisoners, when the side is nearly all caught, then extends to a point 



Miscellaneous Active Games 163 

so much nearer their own base Hne than to that of their opponents that even the 
slowest runner on the losing side can get down and free a prisoner before the 
fastest runner on the opposite side can get out to stop him. The art of laying 
out the ground is to have the prison placed far enough out to make the freeing of 
the first prisoner reasonably easy, without being so far out as to make the 
catching of the last one impossible. In general, the game can be made lively 
and comparatively unscientific by making the distance between the base lines 
(the lines on which the two sides are lined up) short, the field wide, and the 
prisons far out ; and can be made more diflScult and less eventful by making it 
long and narrow, with the prisons close in. If this latter tendency is carried 
too far, however, freeing prisoners and making runs become at last impossible, 
and the game is entirely stopped. . . . The game, of course, is at its best 
when there is most going on and of the most thrilling sort, — a lot of players 
making runs and freeing and defending prisoners, — with flight and rally, charge 
and rout, and triumph and despair." 

PUSS IN A CORNER 

5 to JO or more players. 

Schoolroom; playground; gymnasium. 

All of the players but one are disposed in the corners or at con- 
venient goals that will answer the same purpose. The odd player 
goes from one to another, saying, "Pussy wants a corner 1" The 
player to whom this is addressed replies, "Go to my next-door 
neighbor." Any two of the other players meanwhile watch their 
opportunity to beckon to one another for exchanging places. They 
try to make this exchange of signals and to dash across from place 
to place when the attention of Puss is attracted in some other 
direction, as Pussy must try to secure a corner by rushing to any 
place that is vacant when the players thus exchange. 

The sport of the game consists very largely in, tantalizing Puss 
by making many exchanges, or, on the other hand, in Puss sud- 
denly dashing for some vacant place without giving previous evi- 
dence of knowing of it. Whenever Puss secures a corner, the odd 
player left out becomes Puss. 

Puss, when not succeeding in getting a corner as soon as desirable, 
may call "All change!" when all of the players must exchange 
places, and in the general flurry Puss should secure a place. 

Out of doors. — This game may be very delightfully adapted to outdoor 
play by each player taking a tree as a "corner," when the dodging and running 



164 Miscellaneous Active Games 

may be much more varied and interesting than in the open space of a parlor 
or gymnasium. 

PUSS IN THE CIRCLE 

10 to JO or more players. 

Playground; gymnasium. 

A large circle is marked on the ground or floor. One player, 
who is Puss, stands in the center of this circle; the other players 
stand outside of the circle surrounding it. These players may be 
tagged by Puss whenever they have a foot inside of the circle. 
They will make opportunity for this by stepping in and out of the 
circle, teasing Puss in every possible way to tag them. Any one 
whom Puss touches becomes a prisoner and is another Puss, 
joining the first Puss in the circle to help tag the others. The last 
one tagged is the winner of the game. 

This is one of the games particularly suited to make a timid child courageous, 
and a teacher or leader using the game with little children should urge such 
timid children to take an active part in the game. 

RAILROAD TRAIN 

10 to 100 players. 

Parlor; schoolroom; out of doors. 

Each player is named for some object on a train, such as engine, 
baggage car, dining car, smokestack, boiler, cylinders, wheels, 
oil, coal, engineer, porter, conductor, etc. One person is chosen 
to be the train master. He says in narrative form: "We must 
hurry and make up a train to go to Boston. I will take Number 
One engine and some coal; have the hell rope in order; be sure 
that the cushions are brushed in the sleeping car^'' etc. As he 
names these objects, the player bearing each name runs to the 
starter and lines up behind him, each putting his hands on the 
shoulders of the one in front, the first one placing his on the 
shoulders of the starter. When all are on the train, the starter gives 
the signal for going, and the whole train moves out on its journey, 
which at the discretion of the starter will be up hill over obstacles, 
down hill from others, around loops and curves, etc.; and he 



Miscellaneous Active Games 165 

may, under suitable circumstances, find a convenient place for 
a grand ''smash-up" at the end. 

For large numbers there should be several starters, starting 
several trains at once, and these may race for a given point at the 
end. 

RED LION 

5 to JO or more players. 

Playground; gymnasium. 

A place is marked out at one side or end of the ground called the 
den. In this stands one player who is called Red Lion. The other 
players choose one of their number as a chief, who does not run, 
but stands at one side and directs the movements of the others. 
The chief calls "Loose!" to the Red Lion. After hearing this 
signal, the lion is free to run out whenever he chooses. The players 
venture near to the den, taunting the lion with the lines : — 

"Red Lion, Red Lion, come out of your den! 
Whoever you catch will be one of your men." 

When the Red Lion thinks the players are sufficiently near to give 
him a good opportunity to catch one, he makes a sudden sortie 
and catches any player that he can. The player is not his prisoner 
until the Lion has held him and repeated three times "Red Lion !" 
Both the Lion and his prisoner must hurry back to the den, as all of 
the other players may turn upon them at once to drive them back 
with blows. This is generally restricted to hitting with caps. There- 
after, when the Red Lion issues forth, he must take the prisoner 
with him, hand in hand, both of them endeavoring together to catch 
one of the other players by putting their arms over^his head. 

The Red Lion and his man may not issue, however, from their 
den until the chief calls "Cow catcher!" or some other signal, as 
explained below. As in the previous case, when a prisoner is 
caught, he and his captors hurry to the den to avoid the buffeting of 
the other players. Each time that the Red Lion goes forth, all of 
his prisoners must go with him. The method in which they go, 
however, and in which they capture their prey, will be determined 
by the signals of the chief. When he calls "Cow catcher!" they 
must all run out in a long string, hand in hand, and capture their 



1 66 Miscellaneous Active Games 

prisoner by any two in the line slipping their clasped hands over 
his head. If the chief calls "Tight !" the Red Lion and his men 
go forth in the same way, holding hands, and try to capture a player 
by surrounding him and so take him to the den. Should the chief 
call ''Doubles!" then the Red Lion and his men come forth two 
by two, and try to capture their prisoners. The order in which 
these varied commands are given is entirely at the discretion of the 
chief. 

At any time when the Red Lion and his men are out on the hunt, 
any of the other players may try to break apart the clasped hands 
of the hunters. Whenever this is done, the lions must rush back to 
their den, being driven back and buffeted by the outside players. 
The game ends when all of the men have been captured by the 
Red Lion's party. The last man to be caught is the winner, and 
becomes Red Lion for the next game. 

O RING-A-LIEVIO 

(Ring-a-Iee-ve-o) 
10 to JO or more players. 

Out of doors. 

This is a form of Hide and Seek in opposing parties. Players who are 
caught are prisoners and may be freed as described. The method of capture 
also differs from that in some other forms of Hide and Seek. 

A small goal or den about five feet square is drawn at some 
central point. 

Two leaders are chosen who alternate in choosing players, 
until all are disposed in two groups. Lots are drawn or counting 
out resorted to between the captains to determine which side shall 
start out first. The remaining group takes its place in the den 
while the opponents go to some distant point, from which they 
call "Ready!" and immediately scatter and hide. 

The group in the den, as soon as they hear the call "Ready!" 
start out for the chase, leaving one of their number to guard the 
den. Whenever a player is caught (tagging is not enough; the 
player must be firmly secured), the catcher calls " Caught ! Caught ! 
Caught!" and leads his prisoner to the den. The object of the 



Miscellaneous Active Games 167 

game is to make prisoners of all of the hiding team. A prisoner 
may be freed from the den by one of the players from his group 
running out from his hiding place and tagging him. This 
may only be done, however, by the rescuer getting both feet in the 
den. Should this be accomplished, the rescuer calls '^Ring-a-lievio ! " 
as he dashes through the den, and both run for safety. The den 
keeper tries to catch them as they run away, but may not chase 
them beyond certain boundaries, which must be determined before- 
hand. Only one prisoner may be freed at a time. Prisoners are 
most easily freed when there are several in the den at once and the 
den keeper's attention is distracted to one side of the den while the 
prisoners are freed from the other. 

This game, like all hiding games, is especially adapted to open spaces, 
offering many hiding places, such as the edge of a wood, a garden, park, or 
playground having considerable shrubbery, or to a village street. 



RINGMASTER 

10 to 60 players 

Playground; gymnasium; parlor. 

This may be made a very amusing game for young children. 
One is chosen for ringmaster and stands in the center. If he 
can flourish a whip like a true ringmaster in the circus, the interest 
of the game will be enhanced. The other players form a circle 
around him without clasping hands. 

The ringmaster turns and moves around in a circle, snapping 
his whip at each flourish, and calling the name of some animal. 
The players in the circle immediately imitate the animal, both as to 
its movements and cries. For instance, for a bear they claw or 
run on "all fours," or climb and at the same time growl; for a frog 
they may hop or swim and croak. The list may include the hop- 
ping kangaroo, the snarling and springing tiger, the humped and 
swaying camel, the balking and braying donkey, the flopping and 
barking seal, the scratching and cackling hen, the ponderous and 
mooing cow, the neighing and galloping horse, etc. 

The ringmaster at his discretion may announce, ''We will all 
join the circus parade!" whereupon all of the animals should 



1 68 Miscellaneous Active Games 

gallop around the circle in characteristic movements, each choosing 
an animal that he likes to represent. 

ROBBERS AND SOLDIERS 

10 to 100 players. 

Out of doors. 

This game is best played in the country, where there are woods in which 
the robbers may hide. 

The players are divided between robbers and soldiers, there be- 
ing about ten robbers to fifty soldiers (the proportion of one to five). 
The larger and stronger players are usually selected for the rob- 
bers. The soldiers have one General who directs their movements, 
and the robbers a Captain. The robbers are given five or ten min- 
utes' start from the prison. The soldiers stand at this place, 
marked as their fort or prison, until the General gives the command 
for the search to begin. The object of the robbers is to hide so 
that the soldiers may not find them, and when found, to resist 
capture if possible. They may hide by climbing trees or dodging 
behind them, conceal themselves in underbrush, under dead leaves, 
etc. If played aright, the game should be a very strenuous one, 
the resistance offered by the robbers requiring several soldiers to 
overcome. A robber may resist all of the way to prison. A guard 
is appointed by the General for the prison, and prisoners may run 
away at any time if not prevented by the guard. 

The soldiers, in attempting to locate the robbers, will use many 
devices besides a simple hunt. For instance, they will form a 
large circle and gradually work in toward the center, thus surround- 
ing any robbers who may be hidden within the territory so covered. 
The game is won when all of the robbers have been made prisoners 
Old clothes are quite in order for this game. 

The soldiers will find whistles of advantage for signaling each 
other for help. 



i 



This game has been a favorite one for many generations with the boys at a 
large school near Copenhagen. 



Miscellaneous Active Games 169 

ROLLING TARGET 

2 to JO players. 

Gymnasium; playground. 

) 
This game consists in shooting or hurling through a rolling hoop 

a stick or gymnasium wand. The hoop may be from six inches to 

two feet in diameter. The smaller hoop is adapted only,|to expert 

players ; it is well to begin with a hoop the size of a barrel hoop. 

Where there are numerous players, they are divided into opposing 
teams, which alternate in throwing at the target (hoop). These 
players take places at intervals of about five feet along one side of 
the playground, each holding a spear (stick) to hurl at the hoop as 
it passes him. Another player stands at one end of the ground and 
sends the hoop rolling the full length of the space covered by the 
playing team ; its course should be from ten to twenty feet distant 
from the line-up of the team and parallel to the latter. 

As the hoop passes him, each player in turn hurls his spear at it. 
This is best done with the spear held horizontally at a height of 
about the middle of the hoop. Each spear that successfully goes 
through the hoop scores one point for its team. Each team has 
three rounds, and then gives place to the opponents. The team 
first scoring one hundred points wins the game. 

When there are not enough players to put into teams, each 
player scores independently, the first to make twenty points win- 
ning. 

For obvious reasons of safety, no player should be allowed on 
the side toward which the spears are hurled. This game may 
be played capitally with bean bags instead of sticks. 

This is an adaptation of one of the hoop and pole games played by the 
North American Indians, and is almost the only game of theirs that has not 
been previously adopted by the whites. The instant success of the game with 
boys, who ask to stay after school to play it, would indicate a valuable acquisi- 
tion. Different tribes of Indians play with different sized hoops, the illustra- 
tion showing a very small one. The author is indebted for this to the remark- 
able collection, Games of the North American Indians, by Mr. Stewart Culin. 



170 Miscellaneous Active Games 

ROUND AND ROUND WENT THE GALLANT 

SHIP 

4 to JO or more players. 

Indoors; out of doors. 

This is a simple little game for very little children, consisting 
simply in dancing around in a circle with clasped hands as the 
following verse is recited, and "bobbing" down quickly as the ship 
goes to the bottom of the sea : — 

"Three times round went our gallant ship, 
And three times round went she; 
Three times round went our gallant ship, 
Then she sank to the bottom of the sea. " 

A tumble as the ship goes down adds much to the spirit of the 
play. 

O RUN, SHEEP, RUN! 

10 to JO or more players. 
Out of doors. 

This is a form of hide-and-seek, but the hiding and the seeking are done by 
parties instead of individually, each party acting under the direction of a cap- 
tain. Any number of players may take part, but from four to six on a side are 
perhaps best. 

Two captains are chosen, who in turn alternately choose players 
until all the players are divided into two parties. One party 
becomes a searching party (chosen by lot, "holders," or counting 
out between the captains) and remains at the goal, while the other 
party goes out with its captain, who directs the various individuals 
where to hide, after agreeing with his party on a series of signals to 
be used, as described below. When all are hidden, this captain 
goes back to the searchers, who at once start out on the hunt under 
the direction of their captain, who may divide or dispose of his party 
as he sees fit. The captain of the hiding party remains with the 
searchers, calling out signals to his hidden men which shall enable 
them to approach nearer to the goal by dodging from one hiding 
place to another, always trying to keep out of sight of the searchers. 



Miscellaneous Active Games 171 

Neither party, however, may run for the goal until its own captain 
shouts "Run, sheep, run!" The captain of the hiding party is 
generally the first one to give this signal, and he does so whenever he 
thinks his men are well placed to make the goal. The captain of the 
searchers naturally gives the signal to his players as soon as he hears 
his competitor calling it, as the game is won by the party of which 
one player first reaches the goal. 

Should any member of the searching party catch sight of an oppos- 
ing player before all run for the goal, he tells his captain, who at 
once shouts, "Run, sheep, run!" 

Any signals may be agreed on between the captain of the hiding 
party and his men ; the f ollov/ing are examples : — 

" Red !" meaning " Danger." 

" Green !" meaning " Go around the house to the left. " 

" Blue !" meaning " Go around the house to the right. " 

"Purple!" meaning "Standstill." 

"Yellow !" meaning " Keep on going in the same direction and 
get nearer to the goal. " 

SADDLE THE NAG 

6 to JO or more players. 

Playground; gymnasium. 

This is a game of leapfrog. The players are divided into equal 
parties, with a chief for each. One of the chiefs stands with his 
back to a wall or fence, and all of his party bend their backs as 
for leapfrog, the first with his head against the chief, and the others, 
one behind the other, in a line stretching out in front of him. Each 
player in the line braces his shoulder against the stooping player 
next in front, or each may grasp the forward j^layer around the 
waist. The heads should all be turned to the same side. One of 
the opposite side then leaps on the back of the player farthest from 
the wall, and tries to make his way over the backs of the entire line 
to the chief to "crown" him; that is, to place his hand on his 
head. The players who are making "backs" try in every way, 
without rising to a standing position, to throw this player off and 
so prevent his crowning their chief. Each player of the "out" 
side tries in turn to crown the chief. Should they be unsuccessful 



172 Miscellaneous Active Games 

the sides change. If one or more players succeed in crowning 
the chief, each successful player has a second chance before the 
sides change. The side that succeeds in oftenest crowning its 
opponent's chief wins the game. The limit of the game is usually 
placed at six trials for each side. 

SARDINES 

10 to JO or more players. 

Playground; house party. 

This is a game of hide and seek that reverses some of the usual 
methods of playing the game. The player chosen to be It, instead 
of blinding goes out himself to hide, while all of the other players 
stay at the goal. While one of their number counts one hundred, 
they must all either blind their eyes or be shut in one room to give 
the hider a fair chance. After counting, they shout " One hundred ! '' 
and all start out to hunt for the hider. Any player discovering 
him must, after making sure that none of the others observe him, 
hide in the same place with the hider. If necessary, he must linger 
near until there is opportunity to do this without being discovered. 
If there should not be room to hide in the same place, the finder 
must take a seat in plain sight near the hiding place. Sometimes 
a large number of players will be seated in a room or in a group 
out of doors, while the last unfortunate hunters try to locate some 
clever hiding place which is obviously near but hard to detect. 
Of course it is better for the players to actually hide with the first 
hider, if practicable, which probably suggested, on occasion, being 
''packed in like sardines." 

This is one of the most interesting house party games for young 
people for either out of doors or within. 

SCHOOLROOM TAG 

10 to 60 players. 

Schoolroom. 

A circle about three feet in diameter is drawn on the floor in the 
front of the room and serves as a goal. One player is chosen to 
be It, and stands ten feet from the goal. The other players sit 



' Miscellaneous Active Games 173 

at their desks. The one who is It calls the name of some player, 
who must at once rise and try to run through the goal and return 
to his seat without being tagged. In order to do this, he may. have 
to make quite a detour before passing through the goal, or he may 
be able to run through it at the opening of the chase. The chaser 
must also run through the goal before he may tag the runner. If 
the chaser succeeds in tagging the runner, he continues to be chaser, 
and calls the name of another player to run. If the runner gets 
to his seat without being tagged, he changes places with the other 
and becomes It. 

This game is printed with the kind permission of the Alumni Association 
of the Boston Normal School of Gymnastics, from the book entitled One 
Hundred and Fifty Gymnastic Games, 

SHADOW TAG 

4 to 60 players. 

Out of doors. 

This is a very pretty form of tag, suitable for little children, and they delight 
in playing it. It hardly need be said that it requires a sunny day. 

The player who is It tries to step or jump on to the shadow of 
some other player, and if successful, announces the fact by calling 
the name of the player. That player then becomes It. 

The teacher or leader will need to encourage the children to 
venture boldly into the open spaces, where the shadows become 
apparent, rather than to huddle on one side of the ground, where 
the chaser cannot reach the shadows. 

SHUTTLE RELAY 

(Double Relay) 
20 to 100 players. 

Playground; gymnasium. 

This form of relay race is especially adapted to large numbers in limited 
space. The action is more rapid than in the single relay, although each runner 
runs only half as far. 

The players are divided into two or more groups of equal numbers. 
Each group in turn is divided into two divisions, which stand facing 



174 Miscellaneous Active Games 

each other in single file, with the leader of each division toeing a 
starting line. There should be from fifty to one hundred and fifty 
feet between the starting lines. At a signal, the leaders on one 
side of the ground run forward, but instead of touching a goal or 
terminal line at the opposite end of the ground, the runner ''touches 
off" (touches the outstretched hand of) the leader of the line facing 
him, and passes at once away from the playing space. He should 
not line up again with his team. 

The player thus touched dashes forward in his turn and touches 
the first player in the file facing him, from which Number One came, 
and passes off the game limits. Each player thus runs only in one 
direction, instead of in two, as in a single relay race. The team 
wins whose last player first dashes across the starting line opposite 
him. 

As in the single relay race, this may be played by handing a flag from one 
runner to the next, instead of "touching off." If a flag be used, it should not 
be on a stick because of danger to the eyes. 

This game may also be played with strict observance of athletic rules. The 
first runners should then be started with the signals, "On your mark !" "Get 
set!" (or "Get ready!") and "Go!" There should be a judge to watch 
fouls for each division of each team, and two judges at the finish. Fouls con- 
sist in starting over the line, even with part of the foot, before being touched 
off, or in a failure to actually touch. The teams win in the order of finishing, 
plus consideration of the number of fouls, as described for the Potato Shuttle 
Relay. 

SIEGE 

10 to JO players. 

Out of doors; barn. 

This game is suitable for a barn; the greater the number of 
open doors and windows available in the barn the better. 

The players are divided into two equal parties, one of which 
personate defenders, and take their places in the barn, with the doors 
and windows open. The other party are the besiegers, and are 
stationed outside the barn. The fighting is done by means of 
weeds specially prepared for the purpose. The weeds commonly 
called redroot or iron-weed are very good for this. The stems, 
measuring about a foot and a half in length, are stripped except 



Miscellaneous Active Games 



^IS 



for a small leaf or tuft of leaves at one end. On the opposite end 
the root is cut away so as to leave only a small knob which will 
serve to weight the missile. 

The game opens with each party provided with a pile of this 
ammunition, which is thrown at the opponents through the doors 
and windows of the barn. A player hit once with a dart is con- 
sidered "wounded," but may keep on playing. A player hit 
twice is "killed," and is out of the game. Each party must keep 
within its own bounds. 

The party wins which has the fewest killed at the end of the game. 

This was a favorite game with a group of Long Island boys, from one of 
whom the author obtained it. 

SINGLE RELAY RACE 

10 to 100 players. 

Playground; gymnasium. 

This game differs from the track event known as a Relay Race. The form 
here given is one of the best for engaging in strenuous exercise all of a large 
number of players in a limited playing space. 

A wall or fence is chosen for a goal, or a line may be drawn 
across the ground for this purpose, or a goal object may be placed 
for each team, around which each player on the team must run. 
From fifty to a hundred feet back of this goal, or objective point, 
and parallel to it, a line is drawn to serve as a starting line. 

The players are divided into two or more groups of equal num- 
bers. Each group lines up in single file behind the starting line. 
If possible, there should be at least five feet distance sideways 
between the files. The first player of each file stands toeing the 
starting line, and at a signal runs forward to the goal, touches it 
with his hand if it be a wall or fence, or with his foot if it be a line 
on the ground, or runs around it if it be an object. He then runs 
back to his line and touches the outstretched hand of the next 
player (called "touching off"), who should have moved forward 
to toe the starting line. As soon as this touch is received, this 
player in turn runs forward, touches the goal, and returns in the 
same way. Each player as he returns leaves the playing space at 



1/6 Miscellaneous Active Games 

the rear. The file moves up one place each time that a runner 
starts, so that the next player will toe the starting line. 

The file wins whose last runner is first to dash across the starting 
line on his return run. If desired, each runner may hold a flag in 
his hand and pass it to the next player, instead of merely touching 
the hand. This flag should not be on a stick, which is dangerous 
for the runner receiving it. 

Starting over the line before being touched by a returning runner 
is a foul. Where athletic procedure is not observed, this starting 
over the line may be penalized by having the transgressor go back 
and start over again. In an athletic event it disqualifies the team, 
unless the competing teams have made an equal or greater number 
of fouls. 

Where this game is played in strict athletic form, the first start is made in 
response to the usual signals: (i) *'On your mark!" (2) "Get set!" (or 
''Get ready!") (3) "Go!" In competitive events of this sort, crossing the 
starting line before being touched off is a foul; also touching a goal object 
around which the players may have to run. There should be a judge of fouls 
for each team and two judges at the finish. The team wins which finishes first 
with the fewest number of fouls, as explained for the Potato Race. The 
simple "touch-off," and not the handing of flags, is customary in athletic 
procedure. 

SKIN THE GOAT 

6 to 20 or more players. 
Playground; gymnasium. 

This is a game of leapfrog, differing from Saddle the Nag in the gradual 
lengthening of the line of backs, though there are similar features in the two 
games. The players in this game are not divided into opposing parties. 

One player stands with his back against a wall or fence. An- 
other player stoops, with his head against the breast or stomach 
of this first player. A third player jumps upon the back thus made 
and tries to "crown" the player standing against the wall, that is, 
to place his hand on his head. The player, who is making the 
"back" tries in every way (except by straightening up) to throw 
the player off his back and so prevent his crowning of the standing 
player. If the "back" succeeds in doing this, the one whom he 
throws off takes his place behind this stooping player in the same 



Miscellaneous Active Games 177 

general position, grasping him around the waist and bending his 
head to one side or against the forward player, thus lengthening 
the line of backs. Another player then jumps on the backs, tries 
to make his way to the one who is upright and crown him. Any 
player who succeeds in crowning the upright player changes places 
with him, the one winning who has done this the most times when 
the play ends. 

SKYTE THE BOB 

2 to 10 players. 
Playground; seashore. 

Note. — The word "skyte" means a sharp, glancing blow, and as here used 
indicates the way in which the stones are thrown at the "bob." 

This game is played with buttons and stones. Each player is 
provided with one or more buttons called "men." A small, flat 
stone about the size of a quarter may be used as a man in place of 
a button. In addition, each player is provided with a flat stone 
called a "pitcher." A flat stone, small, but somewhat larger than 
the pitchers, is placed on the ground as a base on which the men 
are piled, and is called the "bob." The game consists in hitting 
the bob with a pitcher so as to knock over the pile of men, the men 
becoming the property of the thrower or not, according to their 
position as they fall. 

From fifteen to twenty-five feet from the pile of men a line is 
drawn from which the players throw. Each player in turn toes 
the line and throws his pitcher so as to strike the bob or base under 
the pile of men, his object being to make these men fall off. Any 
men that are knocked off, and lie nearer to the pitcher where it fell 
than to the bob, become the property of the player who threw the 
pitcher. The second player then takes his turn, but his play 
is more difficult than that of the first player, as any men that he 
drives nearer to the first player's pitcher belong to the latter. Any 
man which lies nearer to the second player's pitcher, however, 
than to the bob or to the first player's pitcher, belongs to this second 
player. This is continued by the different players in succession, 
the player winning who has the largest number when all of the men 
are disposed of, or when all have thrown. 



178 Miscellaneous Active Games 

SLAP CATCH 

(Hands Up) 
10 to JO or more players. 

Playground; gymnasium; schoolroom. 

The players stand in a circle, with one in the center. Those in 
the circle bend their elbows, which should touch the sides, and 
extend their hands in front, with palms downward. The object 
of the one in the center is to slap the hands of any player in the circle 
while thus extended. The circle players may bend the hands 
downward or sideways at the wrist, but may not withdraw the arms, 
or change the position of the elbow. Any one slapped in this way 
changes places with the one in the center. 

The success of this game will depend upon the alertness of the 
one who is in the center, who should dodge quickly and unex- 
pectedly from one part of the circle to another, with many feints 
and false moves that will keep the circle players uncertain where 
he is going to slap next. Played in this way, the game calls for 
much alertness on the part of all concerned. The circle should 
not be too large, or the action will be too slow to be interesting. 

SCHOOLROOM. — In the schoolroom this is played in groups with 
the players seated instead of in a circle. Two rows face each other 
to form a group, with feet drawn well under the seats. The one 
who is It walks up and down the aisle. 

SLAP JACK 

(Herr Slap Jack; Skipaway) 
10 to JO or mort players. 
Playground; gymnasium; parlor. 

The players stand in a circle, clasping hands. One player runs 
around the outside of the circle and tags another as he runs. The 
player tagged immediately leaves his place and runs in the op- 
posite direction. The object of both runners is to get back first 
to the vacant place. Whoever succeeds wins, and remains in that 
place, the one left out becoming runner the next time. 

This is sometimes varied by having the players bow and shake 



Miscellaneous Active Games 179 

hands as they meet. This adds an element of self-control, but de- 
tracts from the vigor and sport of the game. This game is one of 
the standard favorites for little children. 

SCHOOLROOM. — In the schoolroom this game is played with all 
of the pupils seated except one. The odd player walks or runs 
through the aisles, touches some player, and runs on around the 
room in the direction he is going. The one touched at once leaves 
his seat and runs around the room in the opposite direction. The 
one wins who first gets back to the vacant seat. Dodging through 
aisles to shorten distance is not allowed ; the run must be around 
the outer aisles of the room. 

SLIPPER SLAP 

10 to JO or more players. 
Indoors; out of doors. 

This game is played with a slipper, or a piece of paper folded 
in several thicknesses to present a surface of about three by eight 
inches, firm but flexible. This may be crumpled at one end to form 
a sort of handle, if desired. 

One player is chosen to stand in the center. The others stand 
in a circle, shoulder to shoulder, so that the center player cannot 
see what goes on behind their backs. The players then pass the 
slipper from hand to hand behind their backs, taking every favor- 
able opportunity to slap the one in the center with it ; but instantly 
that this is done the player holding the slipper must put it again 
behind his back and pass it to the next player, to avoid being caught 
with the slipper in his hand. The one in the center should try to 
catch any player who thus slaps him before the slipper is passed 
to another player. ' 

Very rapid action and much sport may be had from this game. 
It is rulable to hit the center player with nothing but the slipper, 
but the players will use any other feints they choose to mislead him 
as to who holds the slipper, pretending to pass it, or making a false 
move as though to hit him, etc. The center player must catch one 
of the circle men with the slipper actually in his hands to have it 
count. Should this be done, he changes places with that player. 

This game may be played in the schoolroom, the class being 



i8o Miscellaneous Active Games 

divided into groups of ten or twelve players each. It is also an 
excellent parlor game, and is full of sport if played by quick, alert 
players. 

This game is from Denmark. 

SMUGGLING THE GEG 

10 or JO to more players. 

Out of doors. 

This is an old Scotch game, evidently an outgrowth of smuggling. The 
"geg" is a small treasure or object easily handled, such as a pocket knife, key, 
marble, etc. 

The players are divided into two even parties, one called the 
*'Outs" and the other the "Ins." A den about four feet by six 
in size is marked on the ground in some central place. Both 
parties agree on boundaries beyond which it is unfair to go, though 
the space available for play should be very considerable. It is 
determined by lot or by counting out which of the parties shall 
be the first Outs, or smugglers, this being the more desirable position. 
The Outs have the geg, or treasure, which they give to one of their 
number in a manner that leaves his identity unknown to the Ins. 
They may do this by going out of sight around a corner of a build- 
ing and choosing one of their number to take the geg, or by stand- 
ing in a row within sight of the Ins, with their backs to a wall or 
fence, and pass the geg from hand to hand behind their backs, 
making many feints and passes intended to deceive the onlookers. 

When the geg has been deposited with one of their number, the 
Outs run and hide, but before reaching their final hiding place, must 
give a call of " Smugglers !" This is the signal for the Ins to start 
on the chase. The object of the Ins is to catch the one player 
among the Outs who is custodian of the geg. The identity of this 
player may be a sheer matter of surmise on their part, when they 
will have to challenge any player whom they may catch. If the 
player holding the geg can return to the den without being caught, 
his party wins, and again goes out for the next game. But if the 
holder of the geg be caught before he gets to the den, the Ins win 
the game, and become the Outs for the next round. 



Miscellaneous Active Games i8i 

Whenever one of the Ins catches one of the Outs, the latter is not 
a prisoner until he is ''crowned"; that is, the pursuer must hold 
him, take off his cap, and place the palm of his hand on the prisoner's 
head, when he must cease to struggle. The pursuer then demands, 
"Deliver up the geg!" which must be done at once should this 
particular smuggler be the one who holds it. This fact is then 
shouted aloud, and all of the players return to the den. If the 
player caught should not have the geg, he is allowed to go free. 

Of course it is to the interest of the Outs to engage the attention 
of the Ins as much as possible upon players who do not hold the 
geg, thus to give the holder of it a chance to make the den and so 
win for his party. 

SNOW DART 

2 to 10 players. 

For the snow. 

This game is played with a wooden dart about eight inches long, 
whittled out of wood about the size of a broomstick, pointed ab- 
ruptly at one end, and sloping gradually to the other. A narrow 
^^,^ ^_z^^ track or slide is made down the side of 

^"^ ^="^^=^^^^^ a hill or inclined place, about sixty feet 
Snow Dart . , , . . i-rr • • i • 

m length. At four different points m this 

track snow barriers or bumpers are made. The track is iced 
by throwing water over it and letting it freeze. 

The dart is started at a point at the top of the track. It is not 
rulable to shove it; it must simply be placed on the track and 
move of its own weight. The object of the game is to pass the 
dart in this way over as many of the barriers as possible without 
its leaving the track. Each player scores one point for each barrier, 
over which the dart passes without leaving thd track, the one 
having the highest score at the end of the playing time winning. 
The players take turns in sliding the dart. Any player who can 
successfully pass his dart over all four barriers four times in suc- 
cession, wins, irrespective of other scores. If desired, the players 
may play in partners. 

This game is an adaptation from one played by the Cree Indians. For it 
the author is indebted to Mr. Stewart Culin's Games of the North American 
Indians. 



1 82 Miscellaneous Active Games 

SNOW SNAKE 

2 to 10 or more players. 
For the snow. 

This game is played by skimming or skipping sticks over the 
hard surface of the snow, as stones are skipped over the water. 
Each player is provided with from three to five small sticks. These 
may be especially whittled, or they may be pieces of branches. A 
perfectly smooth stick is best, and one that has some weight to it. 
Each stick is notched, one notch on the first, two on the second, 
three on the third, etc. 

The players stand at a given line and take turns in skimming 
their sticks over the surface of the snow, each player throwing but 
one stick at a time. When each player has thrown, the stick that 
has gone the farthest scores for the thrower according to the num- 
ber of notches on it. For instance, if the stick had but one notch, 
it scores one point for the player ; a three-notched stick scores 
three points, etc. The sticks are then gathered up and put to one 
side, and each player in turn throws the next stick in his bunch, 
the successful player of the first round having the first throw in 
the second round, and scoring in similar manner. This is con- 
tinued until all of the sticks have been thrown. This may close 
the game, which is won by the highest scorer, or it may be repeated 
indefinitely, either with a time limit or until a certain score is 
reached. 

This game is an adaptation of one played by the Wabanaki Indians. The 
Northern Indians have many games belonging to the Snow Snake class. 

SPANISH FLY 

5 to JO or more players. 
Playground; gymnasium. 

This is a game of leapfrog in which the leader (first over) sets 
feats for the others to perform, as in Follow the Leader, any player 
who fails taking the place of the back. The following feats are 
popular : — 

The jumper leaps over, touching the back with one hand only 
and waving his cap with the other. 




SNOW SNAKE 



Menominee Indian holding snow snake preparatory to throwing. From Hoffman. 

Reproduced from " Games of the North American. Indians,'''' by Stewart Culin ; with kind permission of 

the author and of the Bureau of Ethnology, Washington, D. C. 



Miscellaneous Active Games 183 

The jumper leaps over without touching the back. 

The jumper makes a quarter turn while going over. 

HATS ON DECK. — The leader, as he vaults, places his cap on the 
back, and must clear without touching it. Each player, in turn, 
adds his hat to the pile, the last player having to jump over all. 
If any one knocks over the pile, he must become back, and the game 
begins over again. If all jump successfully, the last one over then 
jumps again, removing his hat as he goes over without disturbing 
the others, and so on until all have been removed. 

HATS FULL OF WATER. — The jumper places his own hat on his 
head upside down and balances it there while leaping over the 
back. 

SPANS 

2 to 10 players. 

Out of doors; indoors. 

This is a game played by snapping buttons against a wall, their 
landing point determining- a score. Each player has a button. 
One of the players lays his button on the ground near a wall or 
fence. The others, in turn, snap their buttons against the wall 
so as to rebound near to that of the first player. Should the button 
snapped drop within one hand reach or span {i.e. the distance 
between stretched thumb and fingers) of the button first laid down, 
it scores two points for the player throwing it. If it comes within 
two such spans of the first button, it scores one point. Should it 
hit this button and bounce away within but one span, it counts four 
points. Should it so bounce within two spans, it scores three points ; 
and should it go farther than this, it scores but one point. The 
number of points in the game, twenty-five or fifty, is agreed on at 
the outset. The players take regular turns, and the first to score 
the required number wins the game. l 

V^ SPIN THE PLATTER 

(See also My Lady's Toilet) 
10 to JO or more players. 
Parlor; schoolroom. 

All the players are numbered and seated in a circle, except one, 
who stands in the center and twirls a platter, tray, or some other 



184 Miscellaneous Active Games 

round object. As he starts it spinning, he calls any number that 
he chooses, and the player bearing that number must at once spring 
forward and try to catch the platter before it ceases to spin and 
falls to the floor. If successful, he returns to his place in the circle. 
If not successful, he takes the place of the spinner and pays a forfeit. 
The forfeits are all redeemed at the end of the game. 

This game may also be played by calling the players by name 
instead of numbering them. 

SPOONING 

10 to JO players. 

Children's party; adult house party. 

All but one of the players stand in a circle. The odd player is 
blindfolded and placed in the center. He is given two silver table- 
spoons. The players in the circle clasp hands and move around 
until the blindfolded player clicks the spoons together, at which 
signal the circle must stand still. 

The blindfold player then goes up to any one in the circle, and 
by feeling over the face and head with the bowls of the spoons must 
identify the player. He may not feel on the shoulders or around 
the neck, only on the face and head. A player may stoop to disguise 
his height for this, but otherwise may not evade the touch of the 
spoons. If the blindfold player correctly identifies the one before 
him, they exchange places. If incorrect in his guess, the play is 
repeated. 

This may be a very amusing game for either children or adults. The author 
has seen it played with great success under both conditions. 

SQUIRREL AND NUT 

10 to 60 players. 

Schoolroom. 

All of the pupils but one sit at their desks with heads bowed on 
the arms as though sleeping, but each with a hand outstretched. 
The odd player, who is the squirrel, and carries a nut, runs on 
tiptoe up and down through the aisles, and at his or her discretion 
drops the nut into one of the waiting hands. The player who gets 



Miscellaneous Active Games 185 

the nut at once jumps up from his seat and chases the squirrel, 
who is safe only when he reaches his nest (seat). Should the 
squirrel be caught before he reaches his nest, he must be squirrel 
the second time. Otherwise the player who received the nut be- 
comes the next squirrel. 

It is scarcely necessary to say that the other players wake up 
to watch the chase. 

SQUIRREL IN TREES 

10 to 100 players. 

Schoolroom; playground; gymnasium. 

This game is very like Hound and Rabbit, but is a little less ex- 
citing, and under some circumstances better adapted to very young 
children. 

Most of the players stand in groups of three, with hands on each 
other's shoulders, forming hollow trees. In each tree is a player 
representing a squirrel, and there is also one odd squirrel without 
a tree. The teacher or leader claps her hands, when all of the 
players must run for other trees, and the odd squirrel tries to secure 
a tree, the one who is left out being the odd squirrel next time. 

STAGE COACH 

10 to 60 or more players. 

Parlor; schoolroom; gymnasium. 

A leader is chosen who has a faculty for telling a story. This 
leader gives to each of the players the name of some part of a stage 
coach or of its contents. Thus, one may be the whip, one the 
wheels, one the cushions, one the windows, others the brake, driver, 
harness, horses, passengers, including specifically the fat old gentle- 
man, the woman with the bandbox, etc. 

Where there are many players, several may be given the same 
name, though it is desirable that these should not all be seated near 
together. The leader then tells a story in which the various parts 
of a stage coach are mentioned, and whenever he names one of 
these parts or articles, the player or players bearing that name 
must get up instantly, whirl around once, and sit down again. 



1 86 Miscellaneous Active Games 

Any player failing to do this must pay a forfeit. Whenever the 
story teller says ''Stage Coach!" all of the players must get 
up and turn around. At the end of this story he will manage to 
have the stage coach meet with a catastrophe, and as soon as he 
says "The stage coach upset!" all of the players must change 
seats. The leader takes this opportunity to secure one for himself, 
and the player who is left without a seat becomes leader for the 
next game, or must distribute the forfeits. For large numbers 
there should be several more players than chairs. 

The leader may say, for example: ''It being a beautiful spring day, the old 
lady with the bandbox [here the old lady must get up and turn around] de- 
cided to visit her daughter, and so took a seat in the stage coach [everybody turns 
around] ; she found the cushions [cushions turn around] very comfortable until 
the fat old gentleman [fat old gentleman turns around] got in, when the place 
seemed to her very crowded, and she was glad to open the windows; the 
driver cracked his whip, the wheels creaked, the horses strained at the harness, 
and away they started on their journey," etc. 

The interest of the game may be enhanced by connecting the stage coach, 
its passengers, and journey with some well-known story, as of Mr. Pickwick 
and Sam Weller, or Rebecca of Sunnybrook Farm. 

STAKE GUARD 

(See also Duck on a Rock.) O 
10 to JO players. 

Playground; gymnasium. 

This game is one of the forms of Duck on a Rock, and in this form is well 
adapted to use indoors as well as out of doors. The game differs from the 
ordinary games of Duck on a Rock chiefly in the limited territory to which the 
guard is confined. 

A stake is driven in the ground (or if in a gymnasium, an Indian 
club is placed) in the center of a square plainly marked, and measur- 
ing from eight to twelve feet. A throwing line is drawn twenty or 
more feet from the stake. The game is played with bean bags, 
and begins with the choice of a guard. This choice is made by 
all of the players standing on the throwing line and throwing their 
bags at the stake. The player whose bag falls farthest away from 
the stake becomes the first guard. 

The stake guard places his bag on top of the stake (or club). 
The other players line up on the throwing line. Upon a given 



Miscellaneous Active Games 



187 



signal from a leader or captain, all of the players throw their bags 
simultaneously at the stake, trying to displace the bag on top of it. 
Knocking over the 
club accomplishes 
the same purpose. 
Each player must 
then try to regain 
his bag, but in do- 
ing this he may be 
tagged by the guard. 
If this be done, he 
changes places with 
the guard. The 
guard may only tag 
a player, however, 
within the limits of 
the square sur- 
rounding the stake, 
beyond which he 
may not go; and 
he may do this 
only after he has replaced his own bag on top of the stake. 

Any player failing to recover his bag at once will watch for an 
opportunity to do so when the guard is next occupied in replacing 
his own bag. Any player thus waiting for his bag may linger near 
the boundaries of the center square. 

Should the guard succeed in tagging a player within the square, 
that player must at once place his own bag on the stake ; and the 
guard must try to get his bag and escape from the square before 
this new guard can place his bag and tag hini. As soon as a 
player recovers his bag and escapes from the center square, he 
should go at once to the starting line, and may throw again immedi- 
ately for the center bag. The game progresses better, however, if 
all of the throwing be done simultaneously, the returning players 
waiting for a signal from the leader before throwing. 

As players become proficient, the game may be made more skillful and in- 
teresting by increasing the distance between the throwing line and the stake, 
and also by lessening the size of the square drawn around the stake, in which 
the guard is confined. 











«K>-BEAN BAG ON TOP 


OF CLOB 




, fV— INDIAN CLUBORsVaKE 












8 TO 12 FEET 


t: 


SQUARE ENCLOSING 


. • g 


GUARD AND STAKE 




1- 




s 






THROWING LINE 



Stake Guard 



1 88 



Miscellaneous Active Games 



STEALING STICKS 

(See also Prisoner's Base.) 

10 to JO or more players. 

Playground; gymnasium. 

The ground is divided into two equal parts, with a small goal 
marked off at the rear of each part, in which six sticks are placed. 

Each player who reaches the enemy's 
goal safely may carry one stick back 
to his own goal, and may not be caught 
while carrying it back. If caught in 
the enemy's territory before reaching 
the goal, a player must remain a 
prisoner in the goal until touched by 
one of his own side; neither may be 
caught while returning. Any player 
may catch any opponent, except under 
the rules just stated. No stick may be 
taken by a side while any of its men are 
prisoners. The game is won by the 
side gaining all of the sticks. 





^fe^ 






A'3 SIDE 






B'S SIDE 






~7^^md 





Stealing Sticks 



This game is known also by the name of 
Scots and English and probably originated in 
border warfare. The players sometimes con- 
tribute some article of wearing apparel to the pile of property that is to be 
stolen instead of using sticks for the purpose. Caps and coats are the usual 
donations. 



STEP 

5 to JO or more players, '^y 

Playground; gymnasium. 

The ground is marked off by two parallel lines from fifty to two 
hundred feet apart. One player, who is chosen to be counter, 
stands on one of these lines with his back to the other players, who 
line up on the opposite line. 

The object of the game is for the players who are lined up in the 
rear to advance forward until they cross the line where the counter 



Miscellaneous Active Games 189 

is stationed. They may only advance, however, by short stages, 
during which the player in front counts ten. 

The game starts by this forward player counting ten loudly and 
rapidly, the other players moving forward while he does this, but 
immediately that he says "Ten !" they must stand still, and he at 
once turns to look at them. He will call the name of any player or 
players whom he sees moving, and any so called must go back to 
the starting line and begin over again. This counting of ten by 
the one player and moving forward of the others continues until 
all have crossed the line where the counter stands. The last one 
over changes places with him for the next game. 

This game is a great favorite, especially with girls, though the writer has 
known many boys to play it persistently. The players will learn to use much 
caution in moving forward, often stopping before the count of ten, to be sure 
that they shall not be caught in motion. The progress thus made may seem 
slower than that of those who dash forward to the last moment, but as with the 
famous hare and tortoise, this slower but continuous method often wins. 

STILL POND; NO MORE MOVING! 

(Still water, still water, stop !) 
5 to JO or more players. 
Parlor; gymnasium; playground. 

One player is blindfolded; the others scatter promiscuously. 
The blindfolded player is led to the center of the playground, and 
asked : — 

" How many horses has your father in his stable ? '' 

He replies, "Three." 

"What color are they?" 

"Black, white, and gray." ^ 

"Turn around three times and catch whom you may." 
The blindfolded player is then spun around so as to confuse his sense 
of direction. He then says, "Still pond; no more moving!" 
whereupon the other players must stand still, being allowed only 
three steps thereafter. The blindfolded player begins to grope for 
the others. When he catches one, he must guess by touching the 
hair, dress, etc., whom he has caught. If he guesses correctly, the 
player changes places with him. If incorrectly, he must go on with 



1 90 Miscellaneous Active Games 

his search. The players may resort to any reasonable devices for 
escaping the hands of the groping blind man, such as stooping or 
dodging, so long as they do not take more than three steps. When 
caught, a player may try to disguise his identity by making himself 
shorter, etc. 

STONE 

10 to JO or more players. 

Playground; gymnasium. 

A large circle is drav^n on the ground or floor in the center of the 
play space. At either end of the ground a goal is marked off. 
One player, chosen to be stone, sits on the floor in the circle. 
The other players stand around outside the circle, taunting the 
stone by stepping over into his territory. Suddenly, and the more 
unexpectedly the better, the stone rises and runs for the other 
players, who are only safe from tagging when behind one of the 
goals. Any one so tagged becomes a stone and joins the first 
stone in sitting near the center of the circle. They also join him 
in chasing the other players whenever he gives the signal. This 
continues until all the players have been tagged. 

STOOP TAG 

C' Squat " Tag) 
4 to 6o or more players. 

Indoors; out of doors. 

One player is It and chases the others, trying to tag one of them. 
A player may escape being tagged by suddenly stooping or "squat- 
ting" ; but each player may stoop but three times. After the third 
time of stooping, the player may resort only to running to escape 
being tagged. Any player tagged becomes It. 

For large numbers of players there should be several taggers. 

SUN DIAL 

2 to 10 players. 

Gymnasium; playground; seashore. 

A circle from twelve to twenty feet in diameter is drawn on the 
ground. This is intersected with straight lines, like the spokes of a 



Miscellaneous Active Games 



191 



wheel, which divide it into twelve sections, numbered consecutively 
from one to twelve. 

One player is blindfolded, placed in the center (on the hub of the 
wheel), and turned around several times to confuse his sense of 
direction. He then walks 
around inside the rim while 
counting twelve, or repeating 
the verse: — 



"Dickery, dickery, dock; 
The mouse ran up the clock; 
The clock struck ten 
He ran down again, 
Dickery, dickery, dock." 





x^^ 


T^ 


X 






4i \ 




' ^ 


\ 


10 


\A 






\ 


L 


-r— i1-2-T-O-20-F-T-.-^^Aj 


/^ 






\9 


s8 / 


__3^ 


\> 


; 



Sun Dial 



He stops on the last word, and 

the number of the space in 

which he stands is scored to 

his credit; for instance, if he 

stops in section eight, it scores 

eight points for him; if in section three, it scores three points, 

etc. Should he stop with one foot on a line or outside the 

circle, he scores nothing. The players take turns, each having but 

one trial at a turn. The game is won by the player first scoring 

twenty-five or fifty points, as may be decided. 



TAG 

The game of plain, old-fashioned Tag may be made great sport, especially 
if suddenly and unexpectedly commenced in a group of players when other 
interests seem to lag. 

The game has many variations, a considerable numbei" of which are here 
given, each variation making practically a different game. 

This game is found in all countries and is prehistoric. It is supposed to 
have arisen from the idea of fleeing from an evil spirit, and in those forms from 
which immunity is found by touching wood or iron or taking some particular 
position, that especial feature is supposed to have originated in the idea of break- 
ing the spell of the pursuing evil. 

The following tag games will be found in their alphabetical order: — 

Cross Tag Hang Tag 

Fence Tag Home Tag 

French Tag Japanese Ti>g (;':> ^ 



192 Miscellaneous Active Games 

Maze Tag (Line Tag; Right Face) Shadow Tag 

Old Man Tag Stoop Tag (Squat Tag) 

Partner Tag Tag 

Schoolroom Tag Whip Tag 

TAG 

4 to 60 players. 

Indoors; out of doors. 

Tag in its simplest form may be started by any one of a group 
of players suddenly turning to another, touching (tagging) him and 
saying "You're It !" when all must flee from the one who is It. 

The player who is It may chase and tag any other player whom he 
chooses, but will aid his own ends by suddenly turning his attention 
from one player to another, or by doubling back on his course, or 
resorting to any of the other feints that give an unexpected turn to 
a game of chase. 

The players who are being chased will add to the zest of the game 
by venturing as close as possible to the one who is It, calling to him 
and taunting him with their proximity, and suddenly dodging away. 
When a player is hard pressed or breathless, or does not wish to play, 
he may become immune from tagging by crossing any one finger 
over its neighbor on either hand, as the forefinger over the middle 
finger. It is considered " babyish, " however, to resort to this unless 
there is some very good reason. A player who has had a good 
fair chase ought to be willing to be It if caught. 

Any player whom the chaser tags immediately becomes It, but 
the chaser, in touching him, must say "You're It !" At his own 
discretion he may add "No fair," which means that the one who 
has just become It may not turn at once and tag him. A venture- 
some player, however, will omit this, especially if he should tag 
another player from behind, and trust to his own powers of dodg- 
ing for getting safely away. Where there are a large number of 
players, two or more may be chosen to be It. 

TAG THE WALL RELAY 

10 to 60 players. 

Schoolroom. 

The players should all be seated, an even number in each row of 
seats. At a signal, the last player in each line runs forward and 



Miscellaneous Active Games 193 

tags the front wall. As soon as this player is out of the aisle, the 
others all move backward one seat. This leaves the front seat 
vacant, and the runner having touched the wall returns im- 
mediately and takes this vacant front seat. As the player sits 
he raises his hand, which is a signal for the player who is now the 
last one in the line to run forward, the line moving backward one 
place as soon as he is out of the aisle. He, in turn, having 
touched the wall, takes the vacant front seat. The play is con- 
tinued in this way until every one in the row has run. 

The line wins whose player, sitting at the start in the front seat, 
first returns to his seat. 

As in all schoolroom games where there is running, the seated 
players should be very careful to keep their feet under the desks, so 
there will be nothing in the aisles over which the runners may trip. 

This is one of the best class room games and is very popular. 

TEN STEPS 

10 to JO or more players. 

Playground; indoors. 

This is a game of hide and seek and like all such games is best 
played where there is plenty of space and many hiding places. The 
distinctive feature of this game is the peculiar limitation put on the 
opportunity to hide, which may even free the blinder from his task. 
The one who is It, or hunter, blinds his eyes and counts ten while 
the other players run for hiding places. As soon as the one who is 
blinding says ''Ten !" the players must all stand motionless where- 
ever they happen to be, while he turns at once to look for them. 
Any player whom he sees moving must come back to the goal and 
start over again. The hunter repeats this five times, and any player 
not entirely out of sight the fifth time the hunter turns must change 
places with him, the original hunter becoming a spectator of the 
game. Having called "Ten!" and turned to look for moving 
players five times, the hunter (or the one taking his place, as ex- 
plained above) counts one hundred, to give the players time to 
reach final hiding places, and the game proceeds as in regular I Spy. 



194 Miscellaneous Active Games 

THIMBLE RING 

10 to JO or more players. 

Indoors; out of doors. 

All of the players but one stand in a circle, each one clasping 
with his left hand the right wrist of his left-hand neighbor. This 
leaves all of the right hands free and all of the left hands occupied. 
The odd player stands in the center of the circle, and tries to detect 
who holds the thimble that is passed from hand to hand. Each 
player in the circle places his right hand first in the hand of his 
neighbor on the right and then in the hand of the neighbor on the 
left, keeping this movement going rhythmically, while the entire 
circle repeats the lines : — 

"The thimble is going, I don't know where; 
It is first over here and then over there." 



When the player in the center thinks he knows who has the thimble, 
he goes up to him and says : " My lady's lost her thimble. Have 
you it ? " If correct, these two players change places. If incorrect, 
the one who is It demands of the player addressed to find it. This 
player, in turn, has one guess. If correct, he takes the place of the 
one who has the thimble, the one who was It taking the vacant place 
in the circle, and the one who held the thimble going to the center. 
Should the player be incorrect in his guess, he changes places with 
the one in the center. 

THIRD MAN 

(See also Three Deep and Last Man.) 

i^ to 100 players. 

Playground; gymnasium. 

This game is another form of the game commonly known as Three Deep, 
but instead of being played in the circular formation, the players are scattered 
irregularly over the playground. 

All of the players but two take partners and scatter in any irregu- 
lar way. The players forming each couple stand facing each 
other, with the distance of a long step between them. To make a 



Miscellaneous Active Games 195 

success of the game, the distance should be considerable between 
the various couples. 

Of the two odd players, one is runner and the other chaser, the 
object of the latter being to tag the runner. The runner may take 
refuge between any two players who are standing as a couple. 
The moment that he does so, the one toward whom his back is 
turned becomes third man, and must in his turn try to escape being 
tagged by the chaser. Should the chaser tag the runner, they 
exchange places, the runner immediately becoming chaser and the 
chaser being liable instantly to tagging. 



THIRD SLAP 

5 to JO or more players. 

Playground; gymnasium; schoolroom. 

The players should be divided into groups of from five to ten 
each. One in each group is chosen to be It ; the others line up in 
front of him, all standing at a distance of from thirty to fifty feet 
from a goal previously decided on. The players in the line hold their 
hands extended forward the length of the forearm, the elbows being 
bent and touching the sides ; the palms should be turned downward. 

The one who is It tries to slap the hands of any of the players, 
who may evade him by bending the hands downward, upward, or 
sideways, at the wrist, but may not withdraw the arm or change 
the position of the elbow. Any player who receives three slaps, 
whether on one or both hands, immediately upon receiving the third 
slap, chases the one who is It toward the goal. Should the slapper 
be caught before he reaches the goal, he must co;ntinue as before, 
but if he succeeds in reaching the goal in safety, he changes places 
with his pursuer, who becomes It, or slapper, for the next round. 

This game may have much sport in it if the one who is taking the part of 
slapper be very alert and agile in his movements, dodging quickly from one 
player to another, and making many false moves to throw the players off their 
guard as to where he is going to strike next. This game is very popular with 
children, and is an amusing diversion for young people for house parties. 



196 Miscellaneous Active Games 

THREE DEEP 

(See also Third Man and Last Man.) 
15 to 60 players. 
Playground; gymnasium. 

This game is one of the standard favorites for both children and 
adults. 

All of the players but two form in a double ring, facing inward ; 
that is, in two concentric circles, with one player directly behind an- 
other. 

There are several methods of getting players into this formation. One 
method is to have the players march in column two abreast, form in a circle, 
and all face inward. Another method is to have the players form in a circle 
in single file ; one player steps in front of his neighbor on the right, and each 
alternate player in quick succession around the circle does the same, thus 
accomplishing the end of bringing all of the players in couples one behind an- 
other. 

The two odd players, one of whom is runner and the other chaser, 
start outside of the circle, generally one of them being on one side 

of the circle and the 

other opposite. The 

object of the game is 

for the chaser to tag the 

runner. The runner 

may save himself by 

/ stopping in front of any 

I j \ \ couple standing in the 

^ V ' / /circle, whereupon, that 

/ file having been made 

. y I " three deep, " the outer 

V \^ A y » / player or third man be- 



/• \ 



y--' 



comes at once liable to 
V / ^ tagging, and in his turn 

^~ — ^- '/ becomes runner and 

^Th;;;'deep tries to evade the 

chaser. He may seek 
refuge in the same way in front of a couple. 

Should the chaser tag the runner, they exchange places, the runner 



Miscellaneous Active Games 197 

immediately becoming chaser, and the chaser being liable instantly 
to tagging. 

' It will thus be seen that great alertness is necessary on the part of 
any one standing on the outside of the circle, as at any moment the 
runner may take refuge in front of his file or couple, making him the 
third man and liable to be tagged.^ It is not permissible for any 
third man to take refuge in front of the couple standing immediately 
on his right or left when he becomes third man. 

Both runner and chaser may dash through the circle, but 
may not pause for a moment within the circle, except when the 
runner claims refuge in front of some couple. When players are 
inclined to confuse the play by hesitating while running through the 
circle, this privilege of running through is sometimes forbidden, 
all the chasing being confined to the outside of the circle. 

VARIATION. — This game may be varied by having the players 
who form the circle stand face to face, with a distance of one long 
step between each two, instead of all facing toward the center of the 
circle. In this form of the game the runner takes refuge between 
the two forming the couple, the one toward whom his back is 
turned being the third man. Both runner and chaser may run 
between the two circles of players. 

This may be made one of the jolliest games possible, and also one of the best 
for making slow and dull players alert and active. The author has seen many 
a class of slow-minded children waken to much quicker mental action as 
well as greater physical agility by this game. For adult players it may be 
thoroughly delightful. The writer recalls a class of adult business men in a 
Y. M. C. A. gymnasium who resorted even to leapfrog tactics in the strenuous 
sport they put into this game. 

TOMMY TIDDLER'S GROUND 

5 to JO or more players. 

Playground; gymnasium. 

The ground is divided by a line into two equal parts. One 
of these belongs to Tommy Tiddler, who sta,nds on his side of the 
line and may not cross it. All of the other players are on the other 
side of the line, and venture across the line into Tommy Tiddler's 
ground, taunting him with the remark, — 



1^8 Miscellaneous Active Games 

"I'm on Tommy Tiddler's ground, 
Picking up gold and silver ! " 

Tommy may tag any one on his ground, and any one so tagged 
changes places with him. The players will learn to add to the in- 
terest of the game by venturing as near Tommy Tiddler as possible 
and being very tantalizing in inducing him to run after them. 
Tommy Tiddler, on his part, will find opportunity for considerable 
finesse, such as in appearing to give his attention entirely to one 
player, then suddenly turning and dashing for another. 

TOSSING WANDS 

10 to 60 or more players. 
Gymnasium; playground; schoolroom. 

This game is played in two forms, line form and circle form. 

LINE FORM. — The players stand in two lines or ranks facing 
each other, all those in one line being provided with gymnasium 
wands about three feet in length. A leader is appointed who either 
counts or commands as a signal for tossing the wands back and 
forth from one line to the other: as, "One, two, three — toss!" 
This is even more effective if gymnastic movements be taken on the 
three counts, as bending the trunk forward with the wand down- 
ward, stretching the arms upward with the wand overhead, extend- 
ing it forward at shoulder height, and then tossing backward over 
the head. The signals for this would be " Bend ! Stretch ! 
Out! Toss!" 

The wands should first be held in the hand with the palms up- 
ward, and caught with the hands in the same position. Later, the 
hand position should be reversed, the wand being grasped with the 
downward-turned palms. 

CIRCLE FORM. — When players are proficient in catching in 
opposite lines or ranks, they should form a circle, facing around in 
single file, each player being provided with a wand which is tossed 
backward over the head and caught by the player behind. This 
may be done best rhythmically with the exercises and commands 
mentioned above, "Bend! Stretch! Out! Toss!" The wand 
should be caught with the palms outward. 



Miscellaneous Active Games 199 

Any player failing to catch a wand drops out of the game. With 
a little practice, however, this usually resolves itself into a quick 
drill rather than a game ; but it is a most interesting, skillful, and 
diverting play. 

D TRADES 
10 to 60 or more players. 

Indoors; out of doors. 

This game is the boys' form of the game played by girls as " Old 
Woman from the Woods." The players divide into two equal 
parties. One party retires and decides on some trade or occupa- 
tion, whereupon they advance toward the second party, saying : — 

''Here are some men from Botany Bay. 
Got any work to give us to-day?" 

The second party asks, "What can you do?" The first party 
answers, " Anything. " The second party says, " Set to work, then ! " 
whereupon they go through pantomimic motions descriptive of the 
occupation chosen, such as planing, sawing, or hammering, for the 
carpenter ; the motions of the bricklayer, tailor, cobbler, motor-man, 
etc. The second party guesses what this pantomime indicates. 
Should they guess correctly, they have a turn at representing a trade. 
Should they fail, the first party has another trial. 

When played in a playground or gymnasium, where there is a 
good running space, a successful guess should be followed by a chase 
of the actors by the guessing party, any players caught before a 
designated goal line is reached having to join the party of their 
captors. The party wins which secures all of the players. 

The following activities and occupations were shown by one class of city 
boys : milking cows, grinding coffee, hanging wall paper, traveling salesmen 
(displaying and measuring goods), rooting a baseball tearti, Marathon race, 
picking cherries, basket-ball game, oiling sewing machine, blowing up bicycle 
tires, running a lawn mower, bricklaying. 

TREE PARTY 

5 to 60 players. 

Out of doors. 

In these days of nature study this game is especially appropriate. 
It may be used on any ground or strip of woodland where there is a 
variety of trees, the game consisting in identifying the trees. 



200 Miscellaneous Active Games 

A tag or card is fastened on one or more trees of each variety 
within certain prescribed limits. These cards may be made as 
fanciful or as rustic as desired. Birch bark is very appropriate for 
them, and for either birch bark or a conventional card a pretty ele- 
ment may be added by writing some appropriate quotation or verse, 
after the Japanese custom. The main object of each card, how- 
ever, is to bear a number. Each player is provided with a card or 
slip of paper containing a list of numbers corresponding to those on 
the trees. Thus, if fifteen trees be numbered, there should be 
fifteen numbers on each player's card. 

The players, having been provided each with a card and pencil, 
wander at will over the designated territory. Whenever a number 
is discovered on a tree, the player, if he knows the name of the tree, 
writes it on his own card opposite the corresponding number. For 
most companies, popular rather than botanical names of the trees 
are permissible. At a signal — a bell, whistle, horn, or call — the 
players all assemble. The host or hostess then reads a correct list, 
each player checking the card that he holds. The player wins who 
has the largest number of names correct. 

The writer has known this game to be a most beautiful diversion for a lawn 
party on a large estate, and has a feeling appreciation of how many trees most 
people will find it hard to name in even a familiar strip of woodland. 

TRIPLE CHANGE 

10 to 60 or more players. 

Playground; gymnasium; parlor. 

The players form a circle, with the exception of three who stand 
in the center. Those forming the circle and those in the center 
number off in threes. The players in the center take turns in calling 
each his number, as ''One!" ''Two!" or "Three!" whereupon 
all of the players in the circle who hold that number quickly change 
places with each other, the one who called the number trying to 
catch one as he runs to a new place. Any player so caught 
changes places with the caller. For instance, the center player 
may call "Three!" whereupon all of the Numbers Three in the 
circle must change places. They may do this by changing with a 
near neighbor, or tantalize the one who called by running across 
the circle. 



Miscellaneous Active Games 201 



The center players take turns in calling numbers. For instance, 
if the first one fails to secure a place, then the second of the center 
group calls. Should the first succeed in catching one of the other 
players, the player so caught will await his turn in the center until 
Numbers Two and Three have each had a turn at calling before he 
calls a number. 

TUG OF WAR 

(See Catch and Pull Tug of War and Wand Tug of War; also Contests for 
Two, under " Feats and Forfeits.") 

C UNDER THE CUCKOO'S NEST 
5 to JO players. 
House parly ; out of doors. 

One player is chosen as leader, and stands up, generally with his 
back against a wall or post, while a second player, who is the cuckoo, 
bends down, as for leapfrog, with his head against the leader. The 
other players stand around in a circle, each placing a finger on the 
back of the cuckoo. The leader then " counts off " the fingers of the 
players with the following rhyme, indicating a finger for each accent 
of the rhyme : — 

"The wind blows east, the wind blows west, 
The wind blows under the cuckoo's nest. 
Where shall this or that one go? 
Shall he go east or shall he go west? 
Or shall he go under the cuckoo's nest ? " 

The player whose finger is indicated by the last word of the rhyme 
must then go to any place directed by the cuckoc^, who, if he has 
any intimation of the identity of the player, may use considerable 
tact in choosing a difficult or interesting place; as on some high 
point to which it is difficult to climb, or under some low object under 
which it is hard to crawl, some distant place, etc. One player, how- 
ever, must be directed to hide under the cuckoo's nest, and this 
player takes a position at the feet of the cuckoo. This is a favored 
position. When all of the players have been thus disposed, the 
leader calls, "Pom, pom, cooketty coo!" As soon as this call is 
heard, the players run back and pound the cuckoo on the back until 



202 Miscellaneous Active Games 

the last one is in. This last one becomes the cuckoo for the next 
repetition of the game. 

VAULTING SEATS 

10 to 60 players. 

Schoolroom. 

This game is played the same as Changing Seats, except that 
the pupils vault over the seats instead of sitting in them. The 
game may be played anywhere above the third year. 

The teacher gives the order '' Right, jump !" whereupon all of 
the pupils jump over their seats toward the right-hand side of the 
room. The row that is displaced, now standing in the right-hand 
aisle, runs at once around the room to the left-hand aisle. The 
teacher then repeats her command. The directions for the vault- 
ing should be varied and unexpected, several being given to the 
right, then several to the left, etc. 

The method of vaulting is to place one hand on the edge of the desk at the 
back of the seat to be vaulted over, and one hand on the desk that goes with 
the seat to be vaulted over. The hand should preferably be placed halfway 
between the two aisles, to assist both the jump and the landing. While plac- 
ing the hands, pupils should crouch in a position ready to spring, with the 
heels raised, knees spread outward, and back straight and erect. They should 
land in the same position, as the bend of the ankle, knee, and hip joints breaks 
the jar of landing. 

WAND RAGE 

10 to JO or more players. 
Gymnasium; playground; schoolroom. 

An objective line, fence, or wall is chosen, and from ten to twenty 
feet from it and parallel with it a starting line is drawn. The 
players stand behind this line and toe it. If there be a large number, 
they form in competitive files as for a relay race, the leaders of each 
division toeing the line. Each leader balances on the forefinger a 
gymnasium wand, the other hand being placed on the hip, and 
walks forward to the objective line, all starting at a given signal. 
Should the wand be dropped, it must be picked up and the effort 
resumed from the place where this happened. 

The first one to reach the objective line wins; or, if a relay, 
scores for his division. The division wins that gets the largest score. 



Miscellaneous Active Games 203 

If desired, the winners, i.e. those scoring for the different lines, 
may ''play off" against each other, after all of the other players have 
had their turn. "-\ 

WAND TUG OF WAR . > 

10 to 100 players. \ \/) 

Playground; gymnasium. 

This game is played with wooden gymnastic wands, from three 
to five feet in length, and not less then one inch in diameter. There 
should be half as many wands as there are players, A line is drawn 
across the center of the floor or playground. The players are 
divided into two divisions, one standing on each side of the dividing 
line, so that each player faces an opponent. These grasp each the 
end of a wand, held horizontally between them. At a signal a tug of 
war begins, each player trying to pull his opponent across the line. 
Any one who puts a foot on the ground of the opponent's territory 
ceases the struggle and must come across the line. The division 
wins which has the greatest number of players on its side of the line 
at the end. 

The game is best played in two or three five-minute intervals, 
with rests between. 

WATER SPRITE / 

10 to JO or more players. j A 

Playground; gymnasium. 

The players stand in two lines facing each other, with a large 
open space representing a river between. One player, repre- 
senting the water sprite, stands in the middle of the river and 
beckons to one on the bank to cross. This one signals to a third 
player on the opposite bank or side of the river. The two from the 
banks then run across to exchange places, the water sprite trying to 
tag one of them. If the water sprite be successful, he changes 
places with the one tagged. 

This is a Chinese game, reported by Miss Ad^le M. Fielde, and is based 
upon the superstition that a water sprite waits in the middle of a stream to 
entice people into it, probably an outgrowth of spring freshets. 



204 Miscellaneous Active Games 

WEATHER COCK 



\^ 



10 to 60 players. 
Schoolroom. 

This game, besides offering much sport, may be made to serve a 
useful purpose in familiarizing children with the points of the com- 
pass. 

The class having learned which directions are north, east, south, 
and west, one player, who represents the weather bureau, stands 
in front of the others (or the teacher may take this part), and calls 
out which way the wind blows. For instance, when he says, "The 
wind blows north," the players turn quickly toward the north; if 
he says "west," the players turn to the west; whenever he says 
"whirlwind," the players all spin around quickly three times on the 
right heel. 

The interest will depend very largely on the rapidity and variety 
with which the leader calls the various points of the compass. For 
older children, halfway points may be named, as northwest, south- 
east, etc. 

WEE BOLOGNA MAN 

2 to 60 or more players. 

Parlor; playground; schoolroom, 

" I'm the wee Bologna Man. 
Always do the best you can, 
To follow the wee Bologna Man." 

A leader who can be very brisk in movement and resourceful in 
ideas stands in front of the other players and repeats this verse 
rapidly, imitating each time he repeats the verse some one action 
characteristic of the members of a band. For instance, the first 
time he may go through the pantomime of playing a fife ; the next 
time, without any pause between, he may imitate the beating of a 
drum; the next, playing a fiddle, trombone, flute, cymbals, tri- 
angle, imitate the drum major, etc. All of the other players 
follow his movements. 

The sport will depend largely upon the rapidity of the time and 
the vivacity that is put into the movements. 



Miscellaneous Active Games 205 

FOR THE SCHOOLROOM.— The head players in the different 
lines of seats should take turns in being the Bologna Man, and the 
movements should be such as will afford effective exercise. For 
instance, the first player will stand and repeat the verse while hopping 
on one foot, the entire class joining in the hopping. The moment he 
is through, the leader of the next row should jump up, face the class, 
and repeat the verse, going through some other motion, such as 
hopping on the other foot ; he, in turn, to be succeeded by the next 
leader, etc. Many gymnastic movements will suggest themselves, 
such as jumping on both feet, jumping forward down the aisle frog 
fashion, jumping high in place, running in place, stretching the arms 
out sideways and bending sideways like a walking beam, whirling 
both arms around like a windmill, taking a dance step, etc. 

This is one of the Scotch plays, and like most Scotch things of the sort, 
should be done in brisk time. 



WHIP TAG 

(Light the Candle ; Beetle -goes-Round) 
10 to JO or more players. 
Playground; gymnasium. 

This game may be played with a knotted towel, though it is per- 
haps more skillful and interesting when played with a "beetle,'^ 
a small cylindrical sack about twenty inches long, stuffed with 
cotton, and resembling in general proportions a policeman's club. 

All but one of the players stand in a circle with hands behind 
their backs. The odd player runs around the outside carrying the 
beetle, which he drops in the hands of any player in the circle. 
That player immediately turns to chase his right-hand neighbor, 
beating him as much as he can find opportunity for while he chases 
him around the circle and back to his place. It is obviously to 
the interest of this neighbor to outrun the beetle and escape 
a buffeting. 

The one holding the beetle then takes the place of the first out- 
side player, that one joining the ring. The new beetle man, in 
turn, runs around on the outside and drops the beetle in any hands 
which he chooses. 



2o6 Miscellaneous Active Games 

The sport of this game depends on the alertness of the players, as not only 
the one who receives the beetle but his right-hand neighbor must know when 
and where the beetle lands, and turn quickly for the chase. The player run- 
ning around the outside will add to the zest of the game by trying to deceive 
the ring players as to where he is going to place the beetle, quickening or slow- 
ing his pace, or resorting to other devices to keep them on the alert. 

OWHO GOES ROUND MY STONE WALL? 

10 to JO or more players. 

Indoors; out of doors. 

There are two ways of playing this game. The one first described is better 
suited to schools and general playground conditions; the second is quite 
distinct, and may have better sport for parlor use. 

The players stand in a circle, numbering preferably twenty or less, 
with a little space between each two players, and not holding hands. 
They represent a sheepfold, but later, as each is chosen from the 
circle, he takes the part of a sheep. One player is chosen to be 
Jacky Lingo, who walks around outside of the circle. Another, 
who is the shepherd or owner of the sheep, stands in the center of 
the circle. 

The owner says, ''Who goes round my stone wall?" The out- 
side player answers, "Nobody; only little Jacky Lingo." 

"Pray don't steal any of my fat sheep." 

Jacky Lingo answers: "Unless I take one-by-one, two-by-two, 
three-by-three! Follow me!" 

As Jacky Lingo says his last line, he taps three different players 
on the back, one for "one-by-one," another for "two-by-two," 
and a third for "three-by-three." If a large number be playing, 
he may tap two for each count instead of one, making six in all. 
As the players are tapped, they step out from the sheepfold and line 
up back of Jacky Lingo, each one in the line placing his hands on 
the shoulders of the one next in front. This is continued until 
all the players are taken by Jacky Lingo, who then runs off around 
the ground with them. The owner goes after them, faces Jacky 
Lingo, and says, "Have you seen anything of my black sheep?" 

"Yes; I gave them a lot of bread and butter and sent them up 
there" (pointing to left or right). 

"Then what have you got behind you?" 



Miscellaneous Active Games 207 

"Only a few poor black sheep." 

"Well, let me see ! Here's my black sheep !" 

The owner then tries to catch the sheep, and this Jacky Lingo 
tries to prevent. Any sheep in the line may be touched by the 
owner, and when so touched he steps out of the line and stands 
aside until all are caught. 

VARIATION. — When played indoors or on the turf, the game may 
be played by the owner being blindfolded and taking a position on 
hands and knees — "all fours." The dialogue is the same as given 
above, and the gathering in of the sheep by Jacky Lingo the same, 
except that the players do not line up behind him. They simply 
stray over the ground when he takes them from the fold. When 
all are scattered in this way, they begin to cry, "Baa-a! baa-a!" 
and the owner, still on all fours and blinded, tries to catch them. 
The first one caught becomes shepherd the next time. 

OWINK 
p to 25 players. 

House party. 

An uneven number of players are required for this game. 
Enough chairs are placed in a circle to allow one chair to each two 
players and one for the odd player, that is, half as many chairs as 
there are players, with one player over. A player sits in each chair, 
all facing inward. Behind each chair stands a second player, who 
acts as guard. There should be one empty chair with a guard 
behind it. This odd player winks at some one sitting in the circle, 
who at once tries to slip out of his chair without being tagged by his 
guard and take his place in the empty chair. He may not go if he 
be tagged by his guard. The object of the guards should be to 
avoid being the keeper of an empty chair, and therefore the one 
who has to wink. The players try to evade the vigilance of the 
guards by the quickness and unexpectedness of their movements. 
The guards may not keep their hands on their prisoners, but must 
haye them hanging at their sides until they see their players 
winked at. They may not dash around the sides of the chairs 
which they guard, but must stay all the time behind them. 

Nodding the head may be used instead of winking, but is more 
apparent to the guards, 



2o8 Miscellaneous Active Games 

qWOLF 

5 to JO or more players. 
Out of doors. 

This is an admirable hide and seek game where there are many 
hiding places, as in a village or the country. 

One player is chosen for the wolf, who goes off and hides. The 
rest of the players are sheep, with one of their number as leader. 
A place is chosen for a pen where the sheep must stay and blind 
their eyes while the wolf is hiding. This pen may be a tree or 
rock or a square or circle drawn on the ground. The leader counts 
one hundred, to give the wolf time to hide. The sheep then start 
out, but must all follow their leader "like sheep," looking for the 
wolf in each place where the leader may search for him. This game 
differs from most other hiding games in that the searchers are the 
ones who have to flee for safety when the hider is discovered. As 
soon as the wolf is spied, the leader cries : — 

"All my sheep 
Gather in a heap ; 
For I spy the woolly, woolly wolf ! " 

The sheep at once stand still until the wolf has taken a jump toward 
them, which he must do before he may chase them; but immedi- 
ately that the wolf has made his leap, the sheep all turn and run for 
the sheep pen, the wolf following. As the wolf may not run until 
he hears the word "wolf" at the end of the leader's lines, the latter 
often tantalizes the wolf by saying, "I spy the woolly, woolly — 
lamb!" or "the woolly, woolly — cat!" or names any other ani- 
mal he chooses, with a pause before the name, to prolong the 
suspense of the impatient wolf, finally ending up with "the woolly, 
woolly — wolf!" 

Any sheep tagged by the wolf becomes a wolf and joins the 
wolf the next time, hiding either in the same den with him or in a 
separate den. When there is more than one wolf, the leader halts 
his sheep whenever he spies a wolf, whether it be the original wolf 
or not, and all of the wolves join in the chase when the sheep run 
back to the pen. The game ends when all of the sheep have been 
caught. 



Miscellaneous Active Games 209 

The wolf has several resources at his command for catching 
sheep in addition to a simple chase. If at any time while in hiding 
he spies the sheep before they spy him, and considers their position 
in relation to the goal advantageous to himself, he may call, " Stand 
your ground, three feet!" whereupon the sheep must instantly 
stand still and then take three steps toward the wolf and stand again 
until he jumps toward them, when the chase for the sheep pen begins. 
The wolf may also exercise considerable finesse by running directly 
for the pen if he be in a position to reach it quicker or more directly 
than by chasing the sheep. Should he reach the pen first, he may 
then tag the sheep as they run in. One sheep may act as a decoy 
to engage the attention of the wolf while the others run into the pen. 



T)WOOD TAG 

J to JO or more players. 
Out of doors; gymnasium. 

This is a game of tag. When there are more than thirty players, 
it is desirable to have two or more who are It, or taggers. The 
players venture as near as possible to the one who is It, taunting 
him by crying, " Ticky, ticky, touch wood ! " Any player may seek 
immunity from being tagged by touching a piece of wood. No 
growing thing, however, such as a tree or shrub, is to be considered 
as wood. No player may stay very long in any place of safety, and 
the moment his hand or foot be taken from the wood he is liable 
to be tagged. A player who is not near wood may gain a few 
minutes' respite by calling out "Parley!" but he must stand 
perfectly still in the place where he then is, the tagger being able to 
tag him if he makes the slightest move of any ipart of his body. 
When such a player decides to run again, he calls out, " Parley out !" 

This game affords opportunity for a great deal of sport through 
the making of false starts and the daring approach to the one who 
is It, who, in turn, may make sudden and unexpected sorties in 
different directions. 

Like Iron Tag, this game is very ancient, and has evidently come from an 
old superstition that to touch iron or some other particular substance gave 
immunity from the spell of evil spirits. 



210 Miscellaneous Active Games 

WRESTLING 

(See " Contests for Two " under " Feats and Forfeits.") 

YARDS OFF 

J to JO or more players. 

Out of doors. 

This is a form of I Spy or Hide and Seek, and seems indigenous to New 
York. All players properly caught by the spy become prisoners, but may be 
freed in a prescribed way. The procedure which gives time for hiding is also 
distinctive. 

Two players are chosen, one to be It and one for stick thrower. 
All the players stand grouped around a goal, and the stick thrower 
throws a stick as far away from the goal as he can. As soon as 
the stick touches the ground, all of the players, including the 
thrower, but not the one who is It, scatter and hide. The one 
who is It must walk to the stick (never run), take it up, bring it 
back, and stand it up, resting against the goal. He then starts 
to hunt for the hidden players. He must run back and touch the 
goal for any player whom he discovers, saying, ''One, two, three, 
for — !" naming the player. Any one caught in this way becomes 
a prisoner at the goal. Any player who has not been detected 
by the spy may run in to the goal at any time and throw the stick 
away, whereby all of the prisoners, i.e. those who have been spied 
and previously caught, become free and hide again. Whenever 
this freeing of prisoners happens, the spy must return to the goal, 
walk to the stick, pick it up, walk back with it to the goal again, 
and go on with the play as before. This continues until the spy 
has touched the goal for all of the players, though they need not 
all be prisoners at once. Any player spied who reaches the goal 
before the spy, is thereafter free; i.e. out of the game. The last 
one caught becomes spy for the next game. 



QUIET GAMES 



QUIET GAMES 

Note. — The games in this division are not necessarily noiseless or lack- 
ing in movement ; but are distinguished from the active games largely by the 
lack of chasing or other vigorous exercise. 

AUTHOR'S INITIALS 

2 to 60 players. 

Parlor; schoolroom. 

Each player is given a piece of paper on which is written various 
series or groups of words, each group descriptive of some author, 
and each word beginning with one of his initials in regular order. 
The player wins who guesses the largest number of authors. The 
following are suggested; others may be devised: — 

1. Juveniles firmly conquered (James Fenimore Cooper). 

2. Name honored (Nathaniel Hawthorne). 

3. Bright humor (Bret Harte). ^ 

4. One wholesome humorist (OHver Wendell Holmes). 

5. Really lasting stories (Robert Louis Stevenson). 

6. Cheerful laborer (Charles Lamb), 

7. Tender, brilliant author (Thomas Bailey Aldrich). 

8. Heroism wisely lauded (Henry Wadsworth Longfellow). 

9. Just, gentle writer (John Greenleaf Whittier). 

10. Poetry bridged skyward (Percy Bysche Shelley). 

11. Clever delineator (Charles Dickens). 

12. Rare brain (Robert Browning). 

13. Weird imagination (Washington Irving). ^ 

**B" GAME 

5 to JO or more players. 

J-Iouse party. 

Each player is given a sheet of paper with numbered questions 
prepared like the following list. The answer to each question 
is to be written opposite it, and must consist of the letter B as an 
initial and added to it the number of letters designated, the whole 

213 



214 Quiet Games 

conforming to the definition given. The following examples will 
illustrate : — ■ 

1. B and one letter, meaning to exist. — Be. 

2. B and two letters forming a sack. — Bag. 

3. B and three letters forming a storehouse. — Barn. 

4. B and three letters, side of a stream. — Bank. 

5. B and three letters, a young creature. — Baby. 

6. B and three letters, a bag of goods. — Bale. 

7. B and three letters, without hair. — Bald. 

8. B and three letters, a surety. — Bond. 

9. B and three letters, timber. — Beam. 

10. B and three letters, a vegetable. — Beet. — Bean. 

11. B and three letters, a poet. — Bard. 

12. B and three letters, a drink. — Beer. 

13. B and three letters, a globule. — Bead. 

14. B and three letters, part of a bird. — Beak. 

15. B and three letters, a vessel. — Boat. 

16. B and four letters, an appendage. — Beard. 

17. B and four letters, a tree. — Beech. 

18. B and four letters, to commence. — Begin. 

19. B and four letters, a strand. — Beach. 

20. B and four letters, a receptacle. — Basin. 

21. B and four letters, a kind of meat. — Bacon. 

22. B and five letters, a combat. — Battle. 

23. B and five letters, a hound. — Beagle. 

24. B and five letters, a signal. — Beacon. 

25. B and five letters, a cup. — Beaker, 

26. B and eight letters, a demon. — Beelzebub. 

The player wins who answers correctly the largest number. 
This game may be devised for any initial letter. 

BARGAIN COUNTER 

5 to JO or more players. 

House party. 

Each player is provided with a paper and pencil. The follow- 
ing is either written on the papers in advance, or by the players 
from dictation, minus the underscoring. Each player is then re- 
quired to find in the text the names of twenty-five textiles that 
may be purchased in a dry goods store, none to be mentioned 
twice, indicating each by underscoring. The player wins who has 
the largest number correct. 



Quiet Games 215 

Dolly Varden, immaculately dressed, sat in the window ledge and heard 
from the church near by the mellow chords of the organ dying slowly away. 
Her silken hair was well drawn back from her forehead low and broad. 
Clothed as she was in pink and green, she made one think of the spring. She 
was considered musical ; I considered her brilliant in every way. I was before 
the dres ser, ge tting ready to go out, and taking a forkful of cold slaw now and 
then, or some mock duck. "I want to send a line north, Henrietta," said Dolly, 
bringing ham sandwiches; for she sav^s I felt hungry. She then wrote this 
letter: ''I marvel, veterans, if you pause in your good work for lack of cash, 
merely as is represented. You should canvas for a book or paper, Caleb, 
some handy volume, possibly a duodeci mo. Hair splitting terms like this I do 
not often employ, but, blessings on the head of Cad mus! ling uists must some- 
times use their hands as well as their wi t, weed gardens, if need be, but spare 
the mullein, for it seems to me like a flower. Always remember that, though 
the light burns dim, it y e t will burn." 

C BEAST, BIRD, OR FISH 

10 to JO or more players. 

Parlor; gymnasium; playground; schoolroom. 

The players stand or are seated, preferably in a circle. One 
player stands or sits in the center with a soft ball, made by crushing 
paper or knotting up a handkerchief. This is thrown at one of 
the players by the one in the center, who says quickly, " Beast, bird, 
or fish !" then repeats one of these classes and immediately counts 
ten, whereupon the player who has been hit by the ball must name 
some beast or bird or fish, according to the class last named by 
the thrower. This must be done before the latter has finished 
counting ten. For instance, the thrower will say as he throws, 
''Beast, bird, or fish ! — Bird 1" whereupon the player hit by the 
handkerchief must name a bird while the thrower counts ten. 
This must not be a repetition of any bird previously named in the 
game. Should the player who is hit by the ball fail to meet the 
requirements, he changes places with the thrower. Should he 
succeed, the thrower repeats the game by hitting some other player. 

IN THE SCHOOLROOM this game may be played with all the 
players but one in their accustomed seats. 

An old English form of this game substitutes the words ''Fire, 
air, and water," for "Beast, bird, and fish," the players being 
required to name some animal that lives in the air or water when 



2i6 Quiet Games 

those elements are named, but to keep silence when fire is named. 
In this form the game is supposed to be a survival of fire worship. 

BUZZ 

5 to JO or more players. \ ' \ / 

Playground; gymnasium; schoolroom; parlor. 

This is a quiet game, as distinguished from those requiring much 
muscular activity. One of the players starts the game by saying 
"One"; the next says ''Two," the next "Three," etc., until the 
number "Seven" is reached, when the word "Buzz" is substituted 
for it. The next player says " Eight, " and so on up to a multiple 
of seven, such as fourteen, twenty-one, twenty-eight, etc., on each 
of which the word "Buzz" should be used instead of the right 
number. The word "Buzz" is also substituted for any number 
in which the word seven occurs, even though it should not be a 
multiple of seven, such as seventeen, twenty-seven, thirty-seven, 
etc. When seventy is reached, the counting proceeds as "Buzz- 
one," "Buzz-two," etc., and seventy-seven is "Buzz-buzz." 

Whenever a player says a number instead of "Buzz," or says 
"Buzz" in the wrong place, or calls out a wrong number, he must 
pay a forfeit and start the game over again by saying "One." 

The game may also be played by having each player who misses 
drop from the game. Where this is done, and the player retains 
his seat but is silent, the game becomes even more confusing for 
the players who remain. 

CAKE SALE 

Any number. 

Parlor. 

Each player is given a card or sheet of paper prepared with the 
following questions, or they may be dictated at the time. The one 
wins who has the largest number of answers correct. 

What kind of cake would you buy for — 

1. Sculptors? (Marble cake.) 

2. Politicians? (Plum cake.) 

3. Geologists? (Layer cake.) 

4. Advertisers? (Cream puffs.) 

5. Dairymen? (Cream cake.) 



Quiet Games 217 

6. Milliners? (Ribbon cake.) 

7. His Satanic Majesty? (Angel's food.) 

8. Babies? (Patty cakes.) 

9. Lovers? (Kisses.) 

10. The betrothed? (Bride's cake.) 

11. Gossips? (Spice cake.) 

12. Carpenters? (Plain (plane) cake.) 

13. Idlers? (Loaf cake.) 

14. Pugilists? (Pound cake.) 

15. One who lives on his friends? (Sponge cake.) 

16. Dynamiters? (Raisin cake.) 

17. Invalids? (DeHcate cake.) 

18. Convalescents? (Sunshine cake.) 

19. "Boodlers"? (Dough-nuts.) 

20. Those who sample all these too much? (Stomach ache.) 



CAT PARTY 

5 to JO or more players. I A 

House party. 

Each player is provided with a sheet of paper on which are 
written the following questions. Each question is to be answered 
with a word, of which the first syllable is cat. The player wins 
who writes the largest number of correct answers, the list of an- 
swers being read by the host or hostess at the close of the time 
allowed for the game. 

Examples of questions are given below : — 

1. What sort of cat is allowed in a library? (Catalogue.) 

2. What sort of cat makes you think of reflected sounds ? (Catacoustics.) 

3. What sort of cat unites well with a toilet article? (Catacomb.) 

4. What sort of cat requires a physician's attention? (Catalepsy.) 

5. What sort of cat is feared by soldiers? (Catapult.) 

6. What sort of cat is bad for the eyes? (Cataract.) 

7. What sort of cat is to be dreaded? (Catastrophe.) 

8. What sort of cat is allowed on the table? (Catsup.) 

9. What sort of cat goes to Sunday school ? (Catechism.) 

10. What sort of cat do girls most detest? (Caterpillar.) 

11. What sort of cat makes small boys weep ? (Cat-o' -nine-tails.) 



21 8 Quiet Games 

CRAMBO 

10 to JO players. 
House party. 

Each player is provided with two sh'ps of paper, and also with 
another full sheet of paper and a pencil. On one of the slips he 
writes a question. This may be as serious or absurd as fancy 
dictates. On the other slip of paper he writes a word, either 
a common or proper noun. The slips containing the questions 
are then collected in a box or hat, and those containing the nouns 
in another receptacle. The questions are thoroughly mixed and 
passed around, each player drawing one. The same is done with 
the nouns. 

Each player must then write a verse which shall answer the 
question and contain the word that he has drawn, no matter how 
irrelevant they may be. A time limit is generally given for this 
performance, varying with the facility of the players. 

The following may serve as examples. The author recalls a 
very grave banker, not suspected of humor, who drew the question, 
*'How long should you roast a leg of mutton?" The word drawn 
was "Finger." He wrote: — 

"To roast the mutton, let it linger 
Longer than to roast your finger." 

Another business man drew the question, "What is the difference 
between doughnuts and sponge cake?" The word was "Youth." 
He wrote : — 

"Sponge cake is delicate and sweet to the taste, 
While doughnuts are tough as thunder; 
And the youth who partakes of the first in haste 
Will tackle the latter with wonder." 

The game may be made more difficult by each player writing 
on a third slip of paper a verb or an adjective, these to be collected 
and redistributed with the nouns and questions. 



Quiet Games | 219 

CROSS QUESTIONS 

10 to 60 players. 
Parlor; schoolroom. 

All but one of the players sit in two rows facing each other, 
those directly opposite each other being partners. The odd player 
walks around the rows behind the others, asking questions of any 
player facing him from the farther row. The question must be 
answered, not by the player addressed, but by his partner or vis- 
a-vis, who sits with his back to the questioner. 

Any player answering a question addressed directly to him, or 
failing to answer one addressed to his partner, or giving an in- 
correct answer to a question, changes places with the questioner, 
or pays a forfeit, as may have been decided on beforehand. 

FOR THE SCHOOLROOM. — When played in the schoolroom, 
the adjacent rows should form a group and face each other so 
as to leave free aisles between the groups in which the questioners 
may walk, as shown in the diagram of "Old Man Tag." 

The game may be made to correlate with almost any subject 
in the school curriculum, the questioner asking, for instance, for 
capital cities, boundaries, mountains, etc., for geography; for 
dates or the names of heroes in great events, for history ; or even 
for brief problems in mental arithmetic. 

qDumb crambo 

10 to JO or more players. 

Parlor. 

The players are divided into two parties. One party goes out- 
side of the room, and those remaining choose some verb, which 
is to be guessed and acted by the other party. The outside party 
is then told some word which rhymes with the chosen verb. They 
consult among themselves, decide on a verb which they think may 
be the right one, enter the room, and without speaking act out the 
word they have guessed. The inside party must decide from 
this pantomime if the correct verb has been guessed. If not, they 
shake their heads. If right, they clap their hands. No speaking 



220 Quiet Games 

is allowed on either side. If the outside party be wrong in their 
guess, they retire and try another word, repeating this play until 
they hit upon the right word, when the two sides change places. 

FIND THE RING 

10 to JO or more players. 

Parlor; gymnasium; schoolroom. 

The players sit in a circle, holding in their hands a long piece 
of string tied at the ends so as to form a circle large enough to go 
around, a small ring having been put upon this string. One 
player is chosen to stand in the center. The players who are seated 
then pass the ring from one to another, the object being for the 
player in the center to detect who has the ring. The other players 
will try to deceive him by making passes to indicate the passage 
of the ring when it really is not in their vicinity. When the player 
in the center thinks he knows who has the ring, he calls out the 
name of that player. If right, he sits down, and that player must 
take his place in the center. This game may be played by the 
players repeating the following lines as the ring is passed around the 
circle : — . 

"Oh, the grand old Duke of York, 

He had ten thousand men; 
He marched them up the hillago, 

And marched them down again. 

**And when they were up they were up, 

And when they were down they were down; 
And when they were halfway up the hill, 
They were neither up nor down." 

This game may be played out of doors around a bush, in which 
case the player who is It must circle around the outside of the ring 
formed by the other players instead of standing in the center. 

FLOWER MATCH .^ 

2 to 10 players. 

Out of doors. 

This is one of the pretty Oriental games recorded from Korea by Mr. Culin, 
and is played by the children of that country, Japan, and China. 



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Quiet Games 22i 

The players each gather a handful of meadow bloom — blossoms 
and grass indiscriminately, not selecting the contents of the bunch. 
All sit down in a group. The first player lays out one from his 
pile, say a buttercup. All of the players around the circle try to 
match this, that is, each one who has buttercups lays all of them in 
a pile with that of the first player, who appropriates the entire pile 
when this has gone around the circle. Then the next player lays 
out something which all must try to match. The one wins who has 
the largest number of grasses or blossoms all counted together at 
the end. Different sorts of grasses and leaves count in this game as 
well as different kinds or colors of blossoms. 



^ 



GRASS BLADE 

2 to 10 players. 

Out of doors. 

This is a pretty game for little children, recorded by Mr. Culin, as played 
by the children of Japan, China, and Korea. 

Each child gathers a handful of grass, the soft, flexible grass 
blades being best for the purpose. The players are all seated in 
a group. One child makes a loop of a blade of grass by holding 
the two ends in his hand. Another child loops a blade of grass 
through this and the two pull; the one whose grass blade breaks 
loses, and the two pieces as trophies are given to the successful 
player, who then matches his grass blade with the next, and so on 
around the circle until his grass blade breaks, when he loses his 
turn and the next player has a similar turn. The one wins who 
has the greatest pile of trophies at the end. 

HANDS UP -HANDS DOWN 

10 to 6o players. 

Schoolroom. 

This is a schoolroom adaptation of Up Jenkins, and is designed 
especially for use as children assemble in a class room before the 
opening of the school session. The only material required is a 
small paper or worsted ball of a size that may be hidden in the 
clinched hand. 



222 



Quiet Games 







1 






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^-» 


^ 


^ 




1 






X 


^ 


^ 


^ 




1 




X 


~-^ 


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i^ 


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N» 


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1 1 


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C 

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B 







The players are divided into two groups, each group seated, 
partly facing the other (indicated by arrows in the diagram) with 

a captain standing before 
each side at C. 

The side starting the game 
is given a small ball of 
paper or worsted, and at the 
command of the captain of 
the opposing side the players 
pass the ball rapidly from 
one to another. Each player 
makes the motion of passing, 
so as to deceive the oppos- 
ing group as to the where- 

HANDS UP. HANDS DOWN ^^^^^^ ^f ^^^ |^^11^ 

The captain and players of the opposing group meanwhile keep 
a sharp lookout for the ball without leaving their seats. 

After a short time of passing, the captain, who started the passing 
(Group 5, diagram) calls suddenly, ''Hands up !" and immediately 
all passing in Group A must cease, and all hands must be raised 
high overhead and tightly clinched, so the player having the ball, 
when the passing ceased, may not disclose the fact. 

The B captain again gives a sudden command of " Hands down !" 
Immediately all hands are brought down softly on the desk in 
front of each player of Group A, hands wide open, palms down- 
ward, and again the player with the ball tries to hide it under his 
hand. 

The players of Group B^ who think they know who has the ball, 
raise their hands. No player may speak unless called by his 
captain. When called, he may say, "Under J.'s right hand" 
(or left hand, as the case may be). J. raises the right hand, and if 
the guesser be mistaken, places that hand in his lap, it being there- 
after out of commission, so to speak. No other player of Group 
A moves a hand. Should the ball be found under the hand 
raised, the opposing group, i.e. Group 5, receives as many points 
as there are hands left upon the desks. Otherwise, the search 
continues^ the captain of Group B asking players of his group to 
order a hand raised, or orders it himself, until the ball is discovered. 



Quiet Games 223 

Group B now takes the ball and passes it from one to another, 
and Group A gives commands through its captain. The side 
making a score of three hundred points wins. A side loses ten 
points when a player talks or calls for a hand to be raised without 
the permission or call of the captain. 

This adaptation was made by Miss Adela J. Smith of New York City, and 
received honorable mention in a competition for schoolroom games conducted 
by the Girls' Branch of the Public Schools Athletic League of New York City, 
in 1906. It is here published by the kind permission of the author, and of 
the Girls' Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the 
handbook in which the game first appeared. 

HEN ROOST ^ 

5 to JO or more players. 

Parlor; schoolroom. 

Each of the players except one chooses a word,-^5dMch^s|i5u]jd be 

jthe name of some object, and in answering any questions put to 

him in the game he must introduce this word which he has chosen 

into each answer. The odd player takes the place of questioner. 

% He^^^^^^ a^k one or more questions of each player, as he sees 

'^" nt, the dialogue taking any turn he chooses, the following being 

suggestive of the general tone of it: — 

The questioner says: '*I heard that you got into the hen roost 
yesterday. How did you get in?" 

Answer: ''With the dictionary." 

To the next player: ''What did you find there?" 

Answer: "A horse." 

To the next player: "What did you give him to eat?" 

Answer: "A sofa pillow," etc. 

Any player who laughs, or who fails to answer promptly or 
correctly to the question, must change places with the questioner. 
Forfeits may also be required if desired. 

HORNS 

5 to 60 players. \-/\ 

Indoors; out of doors; schoolroom. 

This game is played very much like " Simon says." It is a quiet 
game that may be played with all of the players seated, their fore- 



224 Quiet Games 

fingers placed on their knees or on a table or desk in front of them. 
One who is leader says: — 

''All horns up!" 

''Cat's horns up!" or 

"Cow's horns up!" 
whereupon he lifts his own forefingers, pointing upward. Should 
he name an animal that has horns, all of the players lift their fingers 
in similar manner, but should he name an animal such as a cat, 
that has no horns, any player that lifts his fingers in imitation of 
the leader is out of the game. 

INITIALS 

5 to JO or more players. 
House party. 

For this game it will be necessary to prepare slips of paper, one 
for each player. At the head of the paper are written the initials 
of some person who will be present; under this a series of ques- 
tions which the player drawing the paper is to answer. The papers 
are put in a box or hat and drawn by the players, or held in the 
hand with the initials concealed and drawn in that way. A certain 
time may be allowed, if desired, for the answering of the questions. 

The answers must be written in each case immediately below 
the question, must consist of only as many words as there are 
initials at the top of the sheet, and the words of the answer must 
begin with the initials in their proper order. For example: — 

H. B. B. 

1. To whom does this paper belong? (Henry B. Brown.) 

2. What is his character? (Horrid, but bearable.) 

3. What kind of hair has he? (Heavy, burnished brown.) 

4. What kind of eyes has he? (Heavenly, bright blue.) • 

5. What books does he prefer? (Handsomely bound biographies.) 

6. What animals does^he prefer? (Howling big bears.) 

7. What is his chief occupation? (Hammering bulky boxes.) 

8. What do you surmise regarding his future? (He'd better beware.) 

9. What does he think of the opposite sex ? (Hebes ! Bright beauties 1) 
10. What does he think of the world in general? (He's becoming be- 
wildered.) 



Quiet Games 225 

LEAF BY LEAF 

Any number of players. (^ 

Out of doors; indoors. 

A basket of leaves is provided, no two of the leaves being alike. 
These may be leaves from trees, shrubs, or plants, or flowers may 
be used in the same way. 

The players are each provided with a card or slip of paper and 
a pencil, and are seated. One leaf is handed to the first player, 
who passes it on to the next, and so on until it has made the round 
of the group. Each player, in turn, if he can identify the leaf, 
writes the name of it on a card. Each leaf is thus passed. 

The host or hostess then reads a correct list, naming the leaves 
in the order in which they were passed. The player wins who 
has the largest number correct. 

This is an especially pleasing game for nature students. 

LITERARY LORE 

5 to JO or more players. 

House party. 

Each player is given a sheet of paper on which the following 

questions are written. The player wins who writes correct answers 

to the largest number of questions. This game may be worked 

up from the writings of any poet or author. Examples are given 

from Tennyson and Longfellow. The answers are appended 

here, but in playing the game should be read by the host or hostess 

at the end. 

TENNYSON 

1. What poem is it that sings down the vale? — The Brook. 

2. What is the poem whose father is king ? — The Princess. 

3. The poem that honors a friend who is gone? — In Memoriam. 

4. The poem that rules in the spring ? — The May Queen. 

5. The poem that lives in the depths of the sea? — The Mermaid. 

6. The poem once baked in a pie ? — The Blackbird. 

7. The poem from which all its dwellers have gone ? — The Deserted 
House. 

8. The poem that is a good-by? — The Farewell. 

9. The poem whose dress was tatters and rags ? — The Beggar Maid. 
10. The poem that lets in light ? — The Window. 

T I The poem in which we see castles in Spain ? — The Day Dream. 
1 ■ The poem that se( . t- 

Q 



226 



Quiet Games 



I. 

smith. 

2. 

3- 
4- 
5- 



LONGFELLOW 

What poem is it that helps to shoe your horse? — The Village Black- 

The poem that needs an umbrella? — The Rainy Day. An April Day. 

The poem that carries you across ? — The Bridge. 

The poem that finds you weary ? — The Day is Done. 

The poem that keeps the time? — The Old Clock on the Stairs. 

The poem that belongs to little people? — The Children's Hour. 



i 



Q Q , 



SS 



£ 



LONDON 

2 players. 

Indoors; schoolroom; seashore. 

This is a quiet game in which the players are all seated. A 
diagram is drawn on a slate or piece of paper of oblong shape, 
about six by ten inches in outside dimensions, if 
the surface admits of one so large. This is 
divided by a horizontal line every two inches. 
It is an advantage if the players have dif- 
ferent colored pencils, but this is not necessary. 
A piece of paper is placed at the bottom of the 
diagram and blown over the diagram toward 
the top; or a small piece of glass or china 
called a "chipper" is used, the latter being 
nicked or snapped with the fingers. The first 
player snaps his chipper, and in whichever 
place it stops marks with a pencil a small 
round "(?" to represent a man's head. The 
chipper is then returned to its starting place and 
the play is repeated. This is continued until 
the player has marked a head in each of the 
horizontal spaces; or should his chipper land 
a second time in a space in which he has 
already marked such a head, he makes a 
larger round under the head to represent the body of a man. 
The third time it lands in this place he makes a downward stroke 
for a leg, and the fourth time one for a second leg, which com- 
pletes the man. Should three complete men be so dravai in one 



1 



8 



i 



London 



Quiet Games 227 

space, the player, without shooting again, draws what are called 
"arms," that is, a horizontal line from the figures across the space 
to the outside limits. This occupies the space completely and keeps 
the other player out of that space ; that is, ^the other cannot put 
any men in it or add to any which he may already have started 
there. 

The first player continues to play until the chipper lands on a 
line; a player whose chipper lands on a line or outside of the 
diagram loses his turn. The other player then takes his turn, 
and may start, continue, or complete men in any spaces which the 
first player has not occupied with three armed men, even though 
the latter may have started men in the space or have completed 
two of them. Each player may build only on his own men. 

The player wins who succeeds in occupying the largest number 
of spaces with three armed men of his own drawing. 

The space at the top of the diagram, called "London," is 
especially advantageous. No men are marked in it, but should 
the chipper land there at any time, the player may draw a head 
in every other space on the diagram, or add one mark to any 
one drawing he may have already in each space. 

This game may be played on the seashore or playground or 
wherever the diagram may be drawn in hard earth. 

For the schoolroom it is an interesting diversion for pupils who 
assemble early before the opening of the school session. 



^ 



MINISTER'S CAT (THE) 

Any number of players. 
Parlor; schoolroom. 

The first player says, " The minister's cat is an avaricious cat," 
using an adjective which begins with "a" to describe the cat. 

The next player makes a remark about the cat, using the same 
initial letter for the adjective ; for instance, that it is an " aggressive" 
cat. This is continued, each player using a different adjective 
beginning with the letter "a^," until the game has gone pntirely 
around the circle. The first player then makes a similar remark 
about t';;^ cat, using an adjective beginning with "&." This goes 



228 Quiet Games 

around, and so on through the alphabet. Any player who is slow 
to respond, or who fails, must either drop out of the game or pay 
a forfeit, as may be decided at the start. 



3 



MUSIC BOX 

J to 60 players. 

House party; schoolroom; playground. 

Each player is given a slip of paper and pencil. Some one who 
has a good repertoire of popular airs sits at the piano — or lacking 
a piano, may sing • without words — and goes briefly through 
snatches of one air after another, each of the players writing on his 
slip of paper the name of the air, or leaving a blank if he be 
unable to name it. The one wins who names the largest number 
of airs correctly. 

This is an admirable game to use for old ballads, such as "Annie 
Laurie," "Suwanee River," "My Old Kentucky Home," "Blue 
Bells of Scotland," etc., or for national airs, or for both to- 
gether. In a company that is well up on current music, airs from 
current songs and popular operas may be used successfully. 

MY LADY'S LAP DOG 

5 to JO or more players. 
Parlor. 

My lady's lapdog. 

Two plump partridges and my lady's lapdog. 

Three great elephants, two plump partridges, and my lady's lapdog. 

Four Persian cherry trees, three great elephants, etc. 

Five Limerick oysters, four Persian cherry trees, etc. 

Six bottles of Frontignac, five Limerick oysters, etc. 

Seven swans a swimming, six bottles of Frontignac, etc. 

Eight flip flap floating fly boats, seven swans, etc. 

Nine merchants going to Bagdad, eight flip flap, etc. 

Ten Italian dancing masters going to teach ten Arabian magpies how to 
dance, nine merchants going to Bagdad, etc. 

Eleven guests going to celebrate the marriage of the Princess Baldrouba- 
dour with the Prince of Terra del Fuego, ten Italian dancing masters going to 
teach ten Arabian magpies, etc. 

Twelve triumphant trumpeters triumphantly trumpeting the tn jical tra- 
dition of Telemachus, eleven guests going to celebrate the marriage, etc. 



Quiet Games 



229 



The players sit in a circle; the one who is leader turns to the 
next player and says, "My lady's lapdog." This player turns 
to the one next him and repeats the phrase, which is thus handed 
around the circle. When it gets back to the leader, the leader 
turns to his neighbor and adds an item to that previously men- 
tioned, saying, "Two plump partridges and my lady's lapdog." 
This goes around the circle, when the leader says, " Three great 
elephants, two plump partridges, and my lady's lapdog," and 
so on, adding each time different items according to the formula 
given above. Any player failing to repeat the list correctly pays 
a forfeit. 

VARIATION. — For younger players, the following list may be 
found better : — 

A big fat hen. 

Two ducks and a big fat hen. 

Three wild geese, two ducks, and a big fat hen. 

Four plump partridges, three wild geese, two ducks, etc. 

Five pouting pigeons, four plump partridges, three, etc. 

Six long-legged cranes, five pouting pigeons, etc. 

Seven green parrots, six long-legged cranes, etc. 

Eight screeching owls, seven green parrots, six long-legged, etc. 

Nine ugly black turkey buzzards, eight screeching owls, etc. 

Ten thousand domesticated chimney swallows, nine ugly black turkey 
buzzards, eight screeching owls, etc. 



^ 



NAUGHTS AND CROSSES 

2 players. 

Indoors; out of doors. 

A diagram is drawn on a slate, paper, or the ground, and consists 
of two vertical lines, crossed by 
two horizontal lines. One player 
chooses to write *' naughts" 
(o) and the other ''crosses" 
(x). The players take turns in 
marking a naught or a cross in 
one of the nine places provided 
by the diagram, the object being to 
get three naughts or three crosses 
in ?. row. This row may be either 
vertical, horizontal, or diagonal. Naughts and crosses 






X 










y 


X 







230 Quiet Games 

A score is kept of the games won by each player, and a third 
score is kept of the games played in which neither player wins. 

This game may be played at the seashore, on the playground, 
or wherever the diagram may be traced on the earth. 

For school use it is an interesting diversion for pupils who as- 
semble early before a session opens, or who remain in over a rainy 
noontime. 

f 

NIMBLE SQUIRREL 

Any number of players. 
Schoolroom; parlor; playground. 

This is a device for mental arithmetic. It is one of which children are very 
fond. As the play element may enter very largely into the fanciful suggestions 
used by the teacher, it seems in place in a book of games. 

The teacher states her problem in a manner similar to the fol- 
lowing : — 

''There was a tree with fifty branches. A squirrel started on 
the first branch, jumped up three branches [to the fourth], came 
halfway down [to the second], went three times as high [sixth 
branch], fell halfway down [third branch], saw a dog, and ran to 
the top of the tree; fell to the ground and started over again; 
went up eight branches, jumped past three branches," etc., finish- 
ing up with, "How many branches from the top was he?" 

This game has been found intensely interesting for children 
through the upper grades of the elementary schools. 

PENNY WISE 

5 to JO players. 

House party. 

Each player is provided with a bright new penny (of design 
prior to 1909), a piece of paper, and a pencil. On the paper are 
written beforehand, or to dictation^ the following requirements, 
of course without the answers. The player wins who has the 
largest number of correct answers. 



Quiet Games 231 



Find on 'the penny the following: — 

The name of a song. — America. 

A privilege. — Liberty. 

A part of Indian corn. — Ear. 

A part of a hill. — Brow. 

Something denoting self. — Eye (I). 

Part of a door. — Lock (of hair). 

A weapon of war. — Arrow. 

An act of protection. — Shield. 

A gallant. — Beau (bow). 

A punishment. — Stripes. 

Part of a plant. — Leaf. 

A piece of jewelry. — Ring. 

A nut. — Acorn. 

A musical term. — Bar. 

An occupation. — Milling. 

A foreign fruit. — Date. 

Trimming for a hat. — Feather. 

What ships sail on. — Sea (C). 

A perfume. — Scent (cent). 

A religious edifice. — Temple. 

A messenger. — One sent (cent). 

A method of voting. — Ayes and Noes (eyes and nose), 

A Chinese beverage. — Tea (T). 

A gaudy flower. — Tulips (two lips). 

Comfort. — Ease (E. E.). 

A small animal. — Hare (hair). 

A term of marriage. — United state. 

An ancient honor. — Wreath. 

One of the first families. — Indian. 



PLANTING A GARDEN 

5 to JO or more players. - 

House 

Eacli \-rr.yr.s. i> provided with a sheet of paper and a pencil. 
The game consists in one player writing down something that 
he hv.15. jlanted and the next player stating what came up. Any- 
thing may be planted, though the questioner must have in 
TCi'^'A :or»-id:hing that could come up from what he writes. He 
n .'-« initials. The names of the plants that come up 



i U Quiet Games 

must bear some direct relation, punning or otherwise, to the things 
] planted. 

For example, a player writes, ''I planted a kitten; what cam* 
up ? " The paper is handed to the next player, who writes, '* Puss 
willows.'- • 

After the questions are written, the papers are collected and re- 
distributed, and each writes an answer to the question he has drawn. 
They are then collected again, and the hostess reads the questions 
and answers. Any question not answered must be replied to by 
the player who wrote it. Examples follow : — 

1. Plant an angry wise man; what will come up? — Scarlet sage. 

2. Plant a box of candy; what will come up? — Candytuft. 

3. Cupid's arrow; what will come up? — Bleeding heart. 

4. Some steps. — Hops. 

5. Days, months, and years. — Thyme. 

6. Christmas Eve. — Star of Bethlehem. 

7. Orange blossoms. — Bridal wreath. 

8. A sermon. — Jack in the pulpit. 

9. Cuff on the ear. — Box. 

10. Grief. — Weeping willow. 

11. Cinderella at midnight. — Lady's slipper. 

12. A ship that has nowhere to go. — Portulaca (port you lack, ah !). 

13. Star spangled banner and Union Jack. — Flags. 

14. Claws and a roar. — Tiger Hlies. 

15. A Richmond caterpillar. — Virginia creeper. 

16. Contentment. — Heart's -ease. 

17. What a married man never has. — Batchelor's buttons. 

18. Sad beauties. — Bluebells. 

19. Labryinth. — Maize. 

PRINCE OF PARIS 

10 to JO players. 

Parlor; schoolroom. 

A player is chosen as leader; the others > mbered con- 

secutively from one up, and are all seated. 

The leader, standing in front, says, *'The Prinr-e o' 3 ai is has 
lost his hat. Did you find it. Number Four, , i Teupon 

Number Four jumps to his feet and says : — 

"What, sir! I, sir?" 

Leader. "Yes, sir! You, sir!" 



Quiet Games 233 

No. Four, "Not I, sir!" 

Leader. "Who, then, sir?" 

No. Four. "Number Seven, sir." 

Number Seven, as soon as his number is called, must jump 
at once to his feet and say : — 

"What, sir! I, sir?" 

Leader. "Yes, sir! You, sir." 

No. Seven. "Not I, sir!" 

Leader. "Who then, sir?" 

No. Seven. "Number Three, sir!" 

Number Three immediately jumps to his feet, and the same 
dialogue is repeated. The object of the game is for the leader to 
try to repeat the statement, "The Prince of Paris has lost his hat," 
before the last player named can jump to his feet and say, "What, 
sir ! I, sir?" If he succeeds in doing this, he changes places with 
the player who failed in promptness, that player becoming leader. 

Should any player fail to say "Sir" in the proper place, this 
also is a mistake, and the leader may change places with such 
player. 

This game has much sport in it for house parties or other uses. 

S RECOGNITION 

Any number of players. 
Parlor; schoolroom. 

Each player is giyen a card or slip prepared with the following 
questions, or the Visi .nay be dictated at the time. 

What famous peisons. historical or mythical, do these objects 
suggest ? 

1. Hatchet? (George Washington.) i- 

2. A rail fence? (Abraham Lincoln.) ^z 

3. A kite? (Benjarain Franklin.) i/ 

4. A muddy cloak ? (Sir Walter Raleigh.) > 

5. A lonely ish;id? (Robinson Crusoe.) .-- 

6. A burning bush? (Moses.) i^ 

7. A ruff? (Queei Elizabeth.) 

8. A glass slipper? (Cinderella.) v' 

9. An apple !^ (William Tell.)-,^ 
10. A silver lamp? (Aladdin.) |/ 



234 Quiet Games 

II. A smooth, round stone? (David.) 

^12. Long hair? (Sampson.) 

13. A dove? (Noah.) 

14. A pomegranate seed? (Persephone.) 

15. A spider web? (Robert Bruce.) 

16. A key? (Bluebeard.) 

17. A wolf? (Red Riding Hood.) 

18. A steamboat? (Robert Fulton.) 



SCAT 

2 players, ' - 

Indoors; out of doors; schoolroom. 

One player holds on his upturned palm a ruler, a paper knife, 
or a small thin strip of wood. The other player takes this quickly 
and tries to ''scat" or hit the opponent's palm v^ith the ruler before 
he can withdraw his hand. The game will be made more inter- 
esting by feints on the part of the player who has to take the ruler, 
he giving several appearances of taking it before really doing so. 
When a player succeeds in hitting his opponent's hand with the 
ruler they change parts in the game. Count is kept of the un- 
successful hits, the player winning who has the smallest score 
when the play ends. 

This is one of the diversions useful for rainy day recesses in 
school, or for pupils who congregate before a session opens. 

SEEKING FOR GOLD 

5 to 15 players. 

Out of doors; seashore, 

A handful of small pebbles is collected, and the players sit on 
the ground in a circle. One of the players scatters the pebbles 
on the ground in the center of the circle, as jackstones are scattered. 
This player then draws a line with his finger between any two of 
the pebbles, and tries to snap one of these two so that it will hit 
the other, as marbles are snapped at one another. If successful 
in hitting the pebble, the same player has a second turn, keeping 
each time the two pebbles hit. Should this player miss, another 



Quiet Games 235 

gathers up the pebbles, scatters them, draws a line between any 
two of them, snaps them, etc. 

The one wins who at the close of the game has the largest number 
of pebbles. It will be seen that a small number of players is better 
for this game than a large group. Nuts may be used instead of 
pebbles. 

This game is played by children in China. 

. SHAKESPEAREAN ROMANCE (A) 1^ 

Any number of players. 
House party; schoolroom. 

Each player is provided with a sheet of paper prepared with 
the following questions, or the questions may be dictated at the 
time. Each question is to be answered with the title of one of 
Shakespeare's plays. The player wins who has the largest num- 
ber correct at the end of the time allotted for the game. 

Other questions may be devised. 

1. Who were the lovers? (Romeo and Juliet.) 

2. What was their courtship like? (Midsummer Night's Dream.) 

3. What was her answer to his proposal? (As You Like It.) 

4. About what time of the month were they married? (Twelfth Night.) 

5. Of whom did he buy the ring? (Merchant of Venice,) 

6. Who were the best man and maid of honor? (Antony and Cleopatra.) 
_7. Who were the ushers? (The Two Gentlemen of Verona.) 

8. Who gave the reception? (Merry Wives of Windsor.) 

9. In what kind of a place did they live? (Hamlet.) 

10. What was her disposition like? (The Tempest.) 

1 1 . What was his chief occupation after marriage ? (Taming of the Shrew.) 

12. What caused their first quarrel? (Much Ado about Nothing.) 
-— 13. What did their courtship prove to be? (Love's Labor Lost.) 

14. What did their married life resemble? (A Comedy of Errors.) 

-—'-15. What did they give each other? (Measure for Meksure.) 

16. What Roman ruler brought about reconciliation? (Julius Cassar.) 

17. What did their friends say? (All's Well that Ends Well.) 

O SIMON SAYS 

2 to 60 players. 

Parlor; schoolroom. 

The players sit around a table, or if played in the schoolroom, 
sit at their respective desks. Each player makes a fist of each 



236 Quiet Games 

hand with the thumb extended. One is chosen for leader, whom 
the others follow. 

The leader says, "Simon says, 'Thumbs up!' " whereupon he 
places his own fists on the table before him with the thumbs up- 
ward. The players must all do likewise. The leader then says, 
"Simon says, 'Thumbs down!'" whereupon he turns his own 
hands over so that the tips of the thumbs touch the table, the others 
imitating him. He may then say, "Simon says, ' Thumbs wiggle 
waggle ! ' " whereupon he places his fist on the table with the thumbs 
upward and moves the thumbs sideways, the players imitating him. 

If at any time the leader omits the words "Simon says," and 
goes through the movements simply with the words "Thumbs 
up!" "Thumbs down!" or "Wiggle waggle!" the players must 
keep their hands still and not imitate his movements. Any player 
imitating him under these circumstances must either pay a for- 
feit or become leader, or both, as may be decided on beforehand. 



SKETCHES 

J to 60 players. 

Schoolroom; parlor. 

The game here described for use with history may be used simply as a di- 
version in describing animals or any inanimate objects; or it may be used to 
correlate with English (authors); picture study, etc. 

Each player is provided with a sheet of paper and pencil and 
writes a description of some historical character ; the object being 
to give a description that shall be perfectly truthful and yet 
puzzling or misleading for the other players who are to guess the 
identity of the character in the writer's mind. 

One player is called on to read his description. The other 
players may have the privilege of asking questions that may be 
answered by "Yes" or "No" only; but it is considered much more 
of an honor to guess correctly without this assistance. The one 
guessing the character correctly reads his description next. A 
description for instance might read: — 

"The person whom I would describe was a very tall man; very vigorous; 
used an ax on occasion ; had much to do with legislators ; was widely known 
outside of his native country, and has been the subject of many biographies." 



Quiet Games 237 

As this description would apply equally to Washington, Lincoln, 
Gladstone, and several others who might be mentioned, there is 
opportunity for considerable guessing before the right character 
be found. 

TIDBITS FARMER (THE) 

5 to JO players. 

House party. 

Each player should be given a card or slip of paper on which 
the following verses are written, the last of each line being left 
blank. The game consists in filling in the blank spaces each with 
a double letter of the alphabet, as indicated in parentheses. The 
player wins who has the largest number correct. 



There is a farmer who is 


(YY) 


Enough to take his 


(EE) 


And study nature with his 


(11) 


And think on what he 


(CC) 


He hears the chatter of the 


(JJ) 


As they each other 


(TT) 


And sees that when a tree de 


(KK) 


It makes a home for 


(BB) 


A yoke of oxen will he 


(UU) 


With many haws and 


(GG) 


And their mistakes he will ex 


(QQ) 


When plowing for his 


(PP) 


He little buys but much he se 


(LL) 


And therefore little 


(00) 


And when he hoes his soil by spe 


(LL) 


He also soils his h 


(00) 



TIP TAP TOE 

2 to 8 players. 

Indoors; out of doors. 

INDOORS. — A circle is drawn on a slate or paper, the size of it 
varying with the number of players, a larger circle being desirable 



238 



Quiet Games 




Tip Tap Toe 



for a large number of players. This circle is intersected with straight 
lines, so that it is divided into a series of wedge-shaped spaces, 

the number of lines and 
spaces being also at the 
discretion of the players, 
the larger the number 
of players the larger 
the number of spaces 
desirable and the greater 
the variation in scoring. 
In each of these spaces 
numbers are written in 
consecutive order, one 
for each space, i, 2, 3, 
4, etc., or the numbers 
may be done in multi- 
ples of five, — 5, 10, 15, 
20, etc. The players 
take turns in rotation. 
The one whose turn it is shuts his eyes, takes a pencil, circles 
it around over the diagram while he says the following verse : — 

" Tip, tap, toe, here we go, 
Three jolly sailor boys all in a row." 

At the close of the verse the player places the point of the pencil 
on the diagram, still with his eyes closed. He then opens his eyes, 
and should the pencil have touched one of the numbered spaces, 
he marks down to his score the number written in that space, and 
crosses out that figure on the diagram. Thereafter that space 
does not count in playing. Should the pencil touch a dividing 
line or the line forming the circumference of the circle, or fall out- 
side of the circle, or fall in a space in which the number has been 
crossed out, the player scores nothing, and loses his turn, the next 
one taking up the play. 

When all of the spaces have been crossed out, the player wins 
who has the largest score, but should any player at any time touch 
his pencil to the center of the circle, he wins the game. 

OUT OF DOORS. — This game may be played out of doors by 



Quiet Games 239 

drawing the diagram on the earth with a sharpened stick, which 
is used afterwards as a pointer as a pencil is used on the paper 
diagram. If on hard earth the figures may be marked in the 
spaces as on a paper diagram, biit the diagram should be drawn 
considerably larger than when on paper. 

This is an admirable game for playing on the hard sand of the 
seashore. In that case little pebbles or shells are placed in the 
different spaces instead of numerals; one in the first space, two 
in the second, three in the third, etc. When a player places his 
stick or pointer in a space he removes the pebbles from that place 
to a little pile, and the score is counted at the end by counting this 
pile of pebbles. Any space from which the pebbles have been 
removed is thereafter out of the game, as when the figures are 
crossed out on the paper diagram. 

This game is supposed to have originated in early methods of allotting land. 

UP, JENKINS! ^ 

6 to 20 or more players. 
Parlor; schoolroom. 

This is one of the most popular current games among young 
people, being usually played to the accompaniment of much 
laughter and intense interest. It consists in the guessing by op- 
posing parties of the hand under which a coin is hidden. 

The players are divided into two parties. Each party has a 
captain, each player being captain in turn during successive rounds 
of the game. The players gather around a table, one party on 
one side and the others opposite. A coin, usually a quarter, is 
passed from hand to hand under the table by ane of the parties 
in an endeavor to conceal from the opponents which individual 
holds it. The leader of the opposite party then calls, *' Up, Jenkins ! " 
when all of the hands of his opponents are brought from under 
the table and held up with palms outward toward the guessing 
party, fingers closed down tightly over the palms, the quarter being 
hidden in one of the hands. The opponents may look at the hands 
from their side of the table in this way as long as they choose. The 
leader then commands "Down, Jenkins!" when the hands are 



240 Quiet Games 

slammed down simultaneously flat on the table, palms downward. 
This is done with enough noise to disguise the clink of the coin 
striking the table. The object of the game is for the opponents 
(those not having the coin) to guess under which hand the coin is 
laid, each hand supposed not to have it being ordered off the table. 
The captain of the guessing party, who alone may give these orders 
(though his players may assist him with suggestions), calls for the 
lifting of one specified hand at a time. The player named must 
lift the hand indicated, and that hand is thereafter to be taken 
from the table. 

If the guessing party can be successful in thus eliminating all 
of the empty hands so that the coin is left under the last hand, 
they are considered to have won, and the coin passes to them for 
the next round. If the coin be disclosed before the last hand be 
reached, the side holding it adds to its score the hands remaining 
on the table that were not ordered off. The side wins which has 
the highest score when the play stops, the time limits being 
indefinite. 

For the schoolroom see also an adaptation called Hands up — 
Hands down. 

WHAT IS MY THOUGHT LIKE? 

5 to JO players. 

Children's party; house party; playground. 

The players are seated in a circle or any convenient group. One 
of the number decides upon a " thought" ; that is, he thinks of some 
person, object, or abstraction, without telling the others what it is. 
He then asks of each in turn, "What is my thought like?" Each 
answers anything he chooses. The first player then declares what 
his thought was, and asks of each, "Why is — (naming the object 
he thought of) like — (whatever such player answered) ?" Each 
must find some likeness, however absurd, or pay a forfeit. For 
instance, the answers around the circle might be, "Your thought 
is like an umbrella," "like Napoleon," "Pinafore," "sadness," 
"my necktie," "a rose," etc. The questioner then says, "I 
thought of a lead pencil. Why is a pencil like an umbrella?" 
"Because it is oftenest black." The pencil may be like Napoleon 



Quiet Games 241 

because it can make a mark ; like a rose because it is sometimes 
cut, etc. If any one happens to answer to the first question, "a 
pencil" (or whatever was thought of), he also must pay a forfeit. 

WOODLAND LOVERS (THE) 

5 to JO or more players. 
House party. 

Each player is given a paper on which the following is written or 
dictated, the words in parentheses being omitted and a blank space 
left. The game consists in each player filling in these blank spaces 
with the name of some tree. The host or hostess at the end reads 
this list of words in order, the player winning who has the largest 
number correct. The same tree may be mentioned more than 
once. 

He took her little hand in his own big (palm). "I love (yew), dear," he 
said simply. She did not (sago) away, for it had been a case of love at first 
sight. She murmured something in (aloe) voice. They had met one day 
upon a sandy (beech), and from that (date) onward, they cared not a (fig) for 
the outside world. Her name was (May Pie). She was a charming girl. 
Rosy as a (peach) ; (chestnut) colored hair ; (tulips) like a (cherry) ; skin a 
pale (olive). In fact, she was as beautiful (as pen) or brush ever portrayed. 
The day he met her she wore a jacket of handsome (fir). He was of Irish de- 
scent, his name being (Willow) 'Flaherty. He was a (spruce) looking young 
fellow. Together they made a congenial (pear). But when did the course of 
true love ever run smooth ? There was a third person to be considered. This 
was (paw paw). Both felt that, counting (paw paw) in, they might not be 
able to (orange) it. What if he should refuse to (cedar) ! Suppose he should 
(sago) to her lover ? And if he should be angry, to what point won't a (mango) ? 
Well, in that case she must submit, with a (cypress) her lover in her arms for 
the last time, and (pine) away. But happily her parent did not constitute 
(ebony) skeleton at their feast. He was guilty of no tyranny to reduce their 
hopes to (ashes). They found him in his garden busily (plantain). He was 
chewing (gum). ''Well," he said thoughtfully, in answer to the question: 
''Since (yew) love her I must (cedar) to (yew). You make a fine young (pear). 
Don't cut any (capers) after you're married, young man ! Don't (pine) and 
complain if he is sometimes cross, young woman ! I hope to see (upas) many 
happy days together !" 



242 Quiet Games 

ZOO 

5 to 10 players. 
Parlor; schoolroom. 

Each player is provided with ten slips of paper, numbered con- 
spicuously from one to ten, but arranged irregularly in a pile. 
The players gather around a table or sit in a circle, each 
one being given the name of an animal; the sport of the game 
will consist largely in choosing unusual or difficult names, such as 
yak, gnu, cameleopard, hippopotamus, rhinoceros, Brazilian ant- 
eater, kangaroo, etc. 

Each player holds his slips with the numbers turned downward. 
The first player turns up his upper slip so that the number is vis- 
ible and lays it down in front of him. In doing this he must 
turn it away from himself, so that the other players see it first; 
the next player then does the same. Should the two slips 
happen to coincide in number, for instance, should the first 
player have turned up number three and the second player 
turn up number three, they must each at once call each other's 
names, as "Yak!" ''Hippopotamus!" or whatever name was as- 
signed to them. The one who first calls the other's name gives 
away his slip to that other, the object being to get rid of one's 
slips as fast as possible. 

Should the slip turned up by the second player not correspond 
in number to that turned by the first, he also lays it down in front 
of him; the third player then turns his up, and this is continued 
around the circle until a slip is turned that corresponds in number 
with any that has already been turned up, when those two players 
must immediately call each other's names, as before explained. 
The player wins who first gets rid of all of his slips. 

For schools, a class should divide into small groups for this 
game, which may be made to correlate with geography or history, 
by using proper names from those subjects instead of names 
of animals. 

For older players the game may be made very funny also by 
assigning to each player the name-of a patent medicine instead of the 
name of an animal, and playing cards may be used instead of the 
numbered slips. 



FEATS AND FORFEITS 



FEATS AND FORFEITS 

Athletic feats requiring skill, strength, or agility are a very interesting and 
amusing feature for gymnasiums and many other conditions, and contain pos- 
sibilities for some excellent and vigorous physical development. As some of 
these may be used for forfeits (although some kinds of forfeits cannot take the 
place of athletic feats), these two classes of amusements are included here in 
one chapter. The searcher for forfeits will do well, however, to look through 
the section on feats. 

I. Contests for Two: Wrestling Matches and Tugs 

OF War 

The following group of wrestling matches and races make a 
very interesting and vigorous form of game with which to close 
a lesson in formal gymnastics. For instance, if pupils are in a 
formation that admits of immediately turning toward partners 
without change of formation, this may be done and any of these 
games then used without further rearrangement of a class. When 
used in this way the wrestling matches are generally determined by 
the winning of the best two out of three trials. 

These wrestling matches and races may of course be used also for 
forfeits. 

BALANCE WRESTLE. — Two contestants stand each in a forward 
stride position, the right foot being lengthwise on a line (the same 
line for both contestants) and the left foot back of it, turned at right 
angles to the right foot with the heel touching the same line. The 
toes of the right feet should touch. In this position players grasp 
right hands. The objects of the game are to make the opponent (i) 
move one or both feet, or (2) touch the floor with any part of the 
body. A point is scored for the opponent whenever a player fails 
in one of these ways. After a trial has been made with the right 
hand and foot, the wrestle should be repeated with the left hand 
and foot extended, and so on alternately. 
'' 245 



Z4-6 Feats and Forfeits 

BOUNDARY TUG. — Two lines are drawn on the floor, five feet 
apart. Within this space two contestants face each other, the 
right toes touching and each stepping backward in a strong stride 
position with the left foot. Both players grasp a cane or wand, 
and each tries to pull the other across one of the boundary lines. 

HARLEQUIN WRESTLE. — This is a one-sided wrestle between 
two persons. Each stands on one leg ; they then grasp right hands 
and each tries to make the other lower his upraised foot to the 
ground, or touch the floor with his free hand. The opponent may 
not be touched with the free hand. 

INDIAN WRESTLE. — Two players lie on their backs side by side, 
with adjacent arms locked. The feet should be in opposite 
directions. At a signal the adjacent legs are brought to an up- 
right position and interlocked at the knees. The wrestle consists 
in trying to force the opponent to roll over from his position. 

INTERFERING. — This is one of the hopping relays, but the shoul- 
ders may not be used in it. Two contestants fold arms, and each, 
while hopping on one foot, tries to make his opponent put the 
other foot to the floor. As neither arms nor shoulders may be 
used, this is done entirely by a side movement of the free leg. 

KNEE AND TOE WRESTLE. — Two players sit on a mat, facing 
each other. The knees should be drawn up closely and the players 
should be near enough together to have the toes of each touch those 
of the opponent. Each player passes a stick under his knees, 
and then passes his arms under it and clasps his hands in front of 
his own knees. The wrestling begins at a signal and consists in 
each player trying to get his toes under those of his opponent and 
throw him backward. 

LUNGE AND HOP FIGHT. — A circle six feet in diameter is 
drawn on the ground. One player takes a lunge position forward, 
so that his forward foot rests two feet within the circle. The 
second player stands in the circle on one foot with arms folded 
across the chest. The hopper tries to make the lunger move one 
of his feet. The lunger in turn tries to make the hopper put 
down his second foot or unfold arms. Either player is defeated 
also if he moves out of the circle. The lunger may use his hands 
and arms. 

PUSH AND PULL. — Two lines are drawn on the floor at an interval 



Feats and Forfeits 247 

of five feet. Within these lines two players take their places with 
two stout sticks, canes, or wands between them, each player grasp- 
ing one end of each cane. The object of the feat is to push the 
opponent across the boundary line behind him, or to pull him over 
the nearer boundary line. 

The relative positions of the opponents may be reversed and 
the same struggle gone through back to back, still holding the canes. 

This differs from Boundary Tug in the way the wands are held and the 
fact of there being two wands. 

ROOSTER FIGHT. — This is an old Greek amusement. A ring 
six feet in diameter is drawn on the ground. Two players are 
placed in this, who stoop and grasp each his own ankles. In this 
position they try to displace each other by shouldering. The 
player loses who is overthrown or who loosens his grasp on his 
ankles. 

SHOULDER SHOVE. — For this, the players are divided into 
groups of five ; each group marks on the ground a circle about eight 
f ^et in diameter. All five players stand within the circle. Four 
of them must fold their arms across the chest and hop on one foot. 
The object of the game is for these four players to push the fifth 
one, who is It, out of the circle with their shoulders. They may 
not use their hands. The fifth one may stand on both feet and use 
his arms. Should one of the hoppers place both feet on the ground 
or unfold his arms, he must leave the circle. The player who is It 
may avoid the hoppers by running and dodging. Should he be 
pushed out of the circle, the four hoppers are considered to have 
won the game. 

WAND AND TOE WRESTLE. — Two players sit on the floor with 
knees bent and toes touching those of the opponents One wand is 
held between them, which both grasp so that the hands are placed 
alternately ; there should be a short space in the center between the 
hands. The object of the tug is to pull the opponent up and over 
the dividing line. This is an excellent form of wand wrestle and 

ill hold the interest of a class for months, especially if a continuous 

ore be kept for the same contestants. 

WAND TWIST. — Two players stand and grasp at or near shoulder 
eight a wand or cane held in a horizontal position. The object of 



248 Feats and Forfeits 

one player is to raise or twist the wand out of the horizontal position, 
and of the other player to prevent this. The one who is trying to 
hold the wand in the horizontal position should have his hands next 
to each other in the center of the wand. The one who tries to 
twist the wand should place his hands outside of and touching 
those of the player who is resisting. 

WAND WRESTLE. — One player holds a wand or cane at full 
arm's length above his head, the hands being at about shoulder 
width distant on the wand, which should be held horizontally. The 
other player tries to pull the wand down to shoulder height. He 
may pull it forward at the same time, as it may be almost im- 
possible in some cases to lower it without this forward movement. 

11. Races 

ESKIMO RACE ON ALL FOURS. — The performers stand with 
hands and feet on the floor, the knees stiff, the hands clinched and 
resting on the knuckles. The elbows should be stiff. In this 
position a race is run, or rather ''hitched," over a course that will 
not easily be too short for the performers. 

This is a game of the Eskimos, reported by Lieutenant Schwatka. 

ESKIMO JUMPING RACE. — Fold the arms across the breast 
with the knees rigid and the feet close together. Jump forward 
in short jumps of an inch or two. 

This is the regular form of one of the games of the Eskimos, reported by 
Lieutenant Schwatka. 

III. Miscellaneous Feats 

ANKLE THROW. — This feat consists in tossing some object 
over the head from behind with the feet. A bean bag, book, or 
basket ball, is held firmly between the ankles. With a sudden 
jump, the feet are kicked backward so as to jerk the object into 
an upward throw, which should end in its curving forward over 
the head. It should be caught as it comes down, 

ARM'S LENGTH TAG. — Two players stand each with an arm ex- 
tended at full length at shoulder level, and try to touch each other 
without being touched in return. This will require some rapid 
twisting, dodging, and bending. A touch on the extended hand 
does not count. 



ats and Fc^rfeits 249 

BACKS^^^xx.vr. — ±ne nands are placed palm to palm behind the 
back with the fingers pointing downward and thumbs next to the 
back. Keeping the tips of the fingers close to the back and the 
palms still together, the hands are turned inward and upward 
until the tips of the fingers are between the shoulders, pointing 
upward toward the head, and the thumbs outside. 

CATCH PENNY. — One elbow is raised level with the shoulder, the 
arm being bent to bring the hand toward the chest. Three or 
four pennies are placed in a pile on the bent elbow. Suddenly 
the elbow is dropped and the same hand moved downward quickly 
in an effort to catch the pennies before they fall to the ground. 

CHINESE GET-UP. — Two persons sit on the floor back to back 
with arms locked, and retaining such relative positions they try to 
stand upright. 

COIN AND CARD SNAP. — Balance a visiting card on the tip of the 
middle or forefinger. On top of the card place a dime or nickle; 
this should be exactly over the tip of the finger and in the middle 
of the card. Snap the edge of the card with a finger of the other 
hand, so that the card will be shot from under the coin and leave 
the coin balanced on the finger. 

DOG COLLAR. — Two players on hands and knees on a mat, rug, 
or cushion, face each other with about three feet distance between 
them. A knotted towel or a strap, or anything that will not chafe 
or cut the flesh, is thrown over both heads like a collar, being long 
enough to encircle the two. The head should be held well upward 
to prevent this from slipping off. At a signal, the players pull 
against each other, each trying to pull the opponent from the mat 
or to pull the collar from around his neck. 

DOG JUMP. — The performer holds a stick horizontally between 
the forefingers of his hands, pressing with the fingers to keep it 
from falling. Keeping the stick in this position, he should jump 
over it forward and then backward. The same feat may be per- 
formed by pressing together the middle fingers of the two hands 
without a stick and jumping over them forward and backward, 
as a dog jumps through curved arms. 

DOT AND CARRY TWO. — This is a spectacular feat of strength 
for three performers. A, B, and C. They stand in line, side by 
side, A standing in the center with B on his right and C on his 



250 Feats and Forfeits 

left. He stoops down and passes his right hand behind the left 
thigh of B, and clasps B's right hand. He then passes his left 
hand behind C's right thigh, and takes hold of C's left hand. B 
and C pass each one arm around A's neck, and A, by raising him- 
self gradually to a standing position, will find that he is able to lift 
the other two from the ground. 

HAND STAND SALUTE. — A player is required to stand on his 
hands with legs stretched at full length in the air, and then 
wriggle the feet at the ankles. 

HEEL AND TOE SPRING. — A line is drawn on the floor. The 
performer places his heels against this line, bends down, grasps the 
toes with the fingers underneath the feet and pointing backward 
toward the heels. He then leans forward slightly to get an impetus, 
and jumps backward over the line. 

This same feat may be reversed. Standing in the same position, 
the performer toes a line and jumps over it forward. 

JUG HANDLE. — The performer places his hands across the chest, 
with the tips of the middle fingers touching and the elbows extend- 
ing on each side like a jug handle. Another player tries to pull 
the arms apart, either by working at them separately or together. 
Jerking is not permissible; the pull must be steady. 

Until one has tried this, it is surprising to find that even a strong 
person cannot overcome a weaker one in this position. 

LAST AND FIRST. — Place one foot immediately behind the other. 
On the rear foot place a small object, such as a light book, a slipper, 
or a small stick. With a sudden movement lift the forward foot, at 
the same instant hopping on the rear foot with a kicking movement 
forward, so as to throw the object forward beyond a given mark. 

LATH AND PLASTER. — Rub the top of the head with one hand, 
and simultaneously pat the chest with the other hand. Reverse 
the movement, patting the head and rubbing the chest. Do each 
of these things with the hands changed, the hand that was on the 
chest being placed on the head, and vice versa. 

PICK ME UP. — The performer is required to stand against the 
wall, drop a handkerchief at his feet, and without bending the 
knees stoop and pick up the handkerchief. 

PICK UP AND PUSH UP. — A line is drawn about two feet from 
a wall, which is toed by the performer, facing the wall. Between 



Feats and Forfeits 251 

the line and the wall is placed a stool directly in front of the per- 
former. The player leans forward, puts the top of his head 
against the wall, picks up the stool with his hands, and pushes him- 
self backward to an upright position, getting an impetus from the 
head only, and lifting the stool as he does so. 

PINCUSHION. — On a chair having a cane or rush or wooden 
bottom a pin is stuck on the edge of the seat, or just under the edge, 
well around on one side toward the back. The performer starts 
sitting in the chair, and without leaving it, or touching his hands 
or feet to the floor, must reach around so as to remove the pin with 
his teeth. 

PRAY DO. — A line is marked on the floor. The performer stands 
with his toes on the line, and without using his hands or moving 
his feet, kneels down and gets up again. 

RABBIT HOP. — This should be done on a soft mat or cushion. 
The performer kneels; then sits back on the heels and grasps the 
insteps with his hands. From this position he leans suddenly 
forward, and while doing so pulls the feet up from the floor. In the 
instant that his weight is released, he hitches forward on the knees, 
the two knees moving forward alternately. 

ROTARY. — Raise both arms above the head. Move both with 
a rotary motion in opposite directions, describing a circle in the 
air, with the right hand moving forward and with the left moving 
backward simultaneously. 

Extend both arms in slanting position downward from the 
shoulders, elbows straight. Describe circles in the air with both 
arms, the hands at about the level of, the hips, the right turning 
forward and the left backward. 

'' RUBBER NECK." — In this feat a kneeling performer is required 
to pick a card up from the floor with his teeth, both hands being 
behind his back. The card is placed in front of him at the length 
of his forearm and hand from one knee. This distance is measured 
by placing the elbow against the knee and stretching the forearm 
and the hand at full length on the floor ; the point which the middle 
finger reaches is the point at which the card must be placed. The 
card has the ends folded down so as to rest like a small table on 
the floor. The nearer edge of it must rest on the line determined 
as above specified. 



252 Feats and Forfeits 

SCALES. — Hold a weight out at arm's length for a given time. 

SIAMESE TWINS. — Two players (two boys or two girls) , of about 
the same height and weight, stand back to back and lock arms. 
The object is to walk in one direction, using first the legs of one 
player and then those of the other. This may be done by one player 
moving his feet forward slightly. This is accomplished by both 
bending the knees, and the player on the side toward which progress 
is to be made sliding his feet forward. Bracing his feet in the 
new position, he straightens his entire body upright, drawing the 
rear player after him until both are in the same relative position 
as at the start. This constitutes one step, and is repeated over 
as long a distance as may be specified or desired. 

SKIN THE SNAKE. — This is a feat for several performers — from 
five to fifty or more, and is suitable for the gymnasium. The 
players stand in a line, one behind another, with a short distance 
between. Each player bends forward and stretches one hand back- 
ward between his legs, while with the other hand he grasps that of 
the player in front, who has assumed the same position. When all 
are in position, the line begins backing, the player at the rear end 
of the line lying down on his back, and the next player walking 
backward astride over him until he can go no farther, when he also 
lies down with the first player's head between his legs. This back- 
ing and lying-down movement continues until all the players are 
lying in a straight line on the floor. Then the last one to lie down 
gets up and walks astride the line toward the front, raising the man 
next behind him to his feet, and so on until all again are standing 
in the original position. The grasp of hands is retained throughout. 

It hardly need be said that this game is of Chinese origin. It makes a very 
funny spectacle, especially if done rapidly. 

STOOPING PUSH. — Draw a line on the floor. Toe it with the 
feet spread wide apart. Reach around outside of the legs and 
grasp a light dumb-bell or other object of similar weight with both 
hands ; throw or slide it forward on the floor from between the feet, 
the hands being kept together throughout. The object is to see 
how far the dumb-bell may be thrown without the player losing 
his balance. 

TANTALUS. — The left foot and leg and left cheek are placed close 





SKIN THE SNAKE 

Reprinted from Dr. Isaac T. Headland^s " Chinese Boy and Girl,^^ by kind permission of Messi's. Fleming 

H, Revell and Go. 



Feats and Forfeits 253 

against the wall. The right foot is then sHghtly lifted in an effort 
to touch the left knee. Having reached it, the position should be 
steadily maintained for a few moments. 

THUMB SPRING. — This is similar to the Wall Spring, but differs 
both in method of execution and in general difficulty. The per- 
former places the inner side of the thumbs against a wall, or the edge 
of a table or window sill may be used. No other part of the hands 
should touch this surface. The feet should then be moved as far 
backward as possible. The body will then be leaning forward; 
and from this position, without any movement of the feet, a sudden 
push should be made from the thumbs, the object being to recover 
the upright position. It is well to begin with a slight distance and 
work up to a greater one. 

WALL PIVOT. — One foot is placed against a wall at about the 
height of the knee. The other foot is thrown over it, the body 
making a complete turn in the air, so that the free foot may touch 
the ground in time to sustain the weight before a tumble. Thus, if 
the right foot be placed against the wall, the left leg will be thrown 
over it and the body turned over toward the right, the left foot being 
replaced on the floor to receive the weight. This is usually easier 
if done with a short run, and is best practiced on a thick gymnasium 
mattress. 

WALL SPRING. — The performer should stand facing a wall and 
a short distance from it. Keeping his feet in one spot, he should 
lean forward and place the palms of his hands flat against the wall ; 
from this position he should then make a sudden push and spring 
backward to an upright position. With some practice, this may 
be done with a very considerable distance between the feet and the 
wall. 

WOODEN SOLDIER. — The arms are folded across the chest. In 
this position the performer is required to lie down on the back and 
rise again to an upright standing position, without assistance from 
either hands or elbows. 

WRIGGLE WALK. — The performer stands with heels together 
and toes pointed outward. Simultaneously he raises the right toes 
and the left heel, and turns them toward the same direction, the 
right toes inward and the left heel outward, pivoting on the opposite 
toe and heel. This is then reversed, so as to continue progress in 



254 Feats and Forfeits 

the same direction. Resting on the toes and heel just moved, he 
lifts the opposite ones; that is, the left toes moving outward, the 
right heel moving inward, and so progresses for a specified distance. 



IV. Forfeits 

Many of the things described in the previous section of this chapter may 
be used as forfeits. 

Forfeits are used in many games as a penalty for failure, and may be an 
occasion for much merriment. The usual method of collecting and disposing 
of the forfeits is for each player when he fails, to deposit with some one person 
designated for the purpose some article whch shall serve to identify him when 
the penalties are assigned. This may be a ring, some small article from the 
pocket, a bonbon, a pebble, or flower, a bit of ribbon, or other ornament of dress. 

When the game is over, the forfeits are redeemed. For this purpose one 
player is chosen as the judge, who is seated. Behind him stands a player who 
takes one article at a time from the pile of collected forfeits, holds it over the 
head of the judge so that he may not see it, and says, "Heavy, heavy hangs 
over thy head." 

The judge then asks, "Fine or superfine?" (meaning, boy or girl?) 

The holder answers, "Fine," if a boy, and "Superfine," if a girl, and adds, 
"What must the owner do to redeem it?" 

The judge then pronounces sentence. Part of the sport of this imposing 
of penalties for forfeits is the ignorance of the judge as to who is the owner of 
the forfeit. 

The following penalties are appropriate for the paying of forfeits, and many 
of the feats previously described are also suitable. 

The practice of forfeits is prehistoric, and is thought to have originated in 
the custom of paying ransom for immunity from punishment for crimes. As 
used in games of later years, the main object has been to make the offender 
ridiculous. 

AFFIRMATIVE, THE. — A player is required to ask a question that 
cannot be answered in the negative. The question is, "What does 
y-e-s spell?" 

BLARNEY STONE. — The player is required to pay a compliment 
to each person in the room in turn. 

BLIND WALTZ. -^ Two players are blindfolded and told to waltz 
together. 

CHEW THE STRING. — Two bonbons are wrapped in paper and tied 
each to a piece of string six yards in length. These are placed on the 
floor at a distance from each other, the free end of each string being 



Feats and Forfeits 255 

given to one of the two players who are assigned to this penalty. 
At a signal, each player puts his piece of string in his mouth, 
and with hands behind back chews rapidly at the string, trying to 
get it all into the mouth. The one who first gets to his piece of 
candy is rewarded by having both pieces. 

CONSTANTINOPLE. — The player is required to " Spell Constanti- 
nople, one syllable at a time." As soon as he gets to the letter "i," 
all of the other players shout the following syllable, ''No " The 
speller naturally thinks that he has made a mistake, and com- 
mences again. Each time that he gets to the letter "i," the same 
cry of "No !" is made, and the poor victim may become very much 
confused, and doubt his own memory as to spelling before he dis- 
covers the trick. 

CORDIAL GREETING, A. — This penalty is imposed upon two 
players at once. They are blindfolded and led to opposite comers 
of the room. They are then told to go toward each other and 
shake hands. 

CRAWL, THE. — The player is required to leave the room with 
two legs and come back with six. He does this by bringing a chair 
with him when he returns. 

DANGEROUS POSITION, A. — The player is required to sit upon 
the fire. This is done by writing the words ''the fire" on a slip of 
paper, and then sitting on it. 

ENNUI. — The player is required to yawn until he makes some one 
else yawn. 

FOOTBALL. — A ball the size of an orange is made of crumpled 
paper. It is placed on the floor, and the player is required to stand 
at a point three times the length of his foot from the ball. From 
this point he is required without bending the knees to kick the 
ball out of the way. * 

FORUM, THE. — The player is required to make a speech on 
any subject assigned by the judge. 

FOUR FEET. — The player is required to put four feet against the 
wall. He does this by placing the feet of a chair against the wall. 

GRASSHOPPER. — The player is required to hold one foot in his 
hand and hop on the other around the room. 

HAND-TO-HAND. — A player is given some small article to hold 
in each hand, such as a flower or lead pencil, and required to 



256 Feats and Forfeits 

stretch both arms at full length sideways, the right arm to the right 
and the left arm to the left. He is then required to bring both 
articles into one hand without bending shoulders or elbows; or, 
to state it differently, without bringing the hands any nearer together. 
This may be done by placing one of the objects on a table with 
one hand, turning around, and picking it up with the other 
hand. 

HAYSTACK. — A player is required to make a pile of chairs as 
high as his head, and then take off his shoes and jump over them. 
(Jump over the shoes.) 

HOTTENTOT TACKLE. — The player is required to cross the arms 
and grasp the left ear with the right hand and the nose with the left 
hand. He is then suddenly to release the grasp and reverse the 
position of the hands, grasping the right ear with the left hand 
and the nose with the right hand. This should be repeated several 
times in quick succession. 

INSIDE AND OUT. — The player is required to kiss a book inside 
and outside without opening it. He accomplishes this seemingly 
impossible task by taking the book out of the room, kissing it there, 
coming back, and kissing it again inside the room. 

JINGLES. — The player is given two pairs of rhymes and re- 
quired to write a verse of four lines ending with the prescribed 
rhymes. This same forfeit may be imposed on several different 
players at once, an added interest arising from comparison of the 
finished verses. 

KNIGHT OF THE RUEFUL COUNTENANCE. — This requires two 
players, one who is assigned to be the knight and the other to be 
the squire. 

The squire takes the knight by the arm and leads him before 
each lady present. The squire kisses the hand of each lady in 
turn, and after each kiss carefully wipes the knight's mouth with 
a handkerchief. The knight must display his grief at the loss of so 
many opportunities by preserving throughout an unsmiling coun- 
tenance. 

LITTLE DOG TRAY. — The player is required to crawl under the 
table on all fours and bark like a dog. 

LITTLE GERMAN BAND, THE. — Three or four players are told 
to imitate a little German band, each being required to represent a 



Feats and Forfeits 257 

certain instrument, and all to join in rendering some popular air, 
which should be assigned. 

LITTLE SUNSHINE. — The player is required to walk around the 
room and bestow a smile on each person in turn. 

LUNCH COUNTER. — An apple is suspended at head height on the 
end of a string from a chandelier or portiere pole. The delinquent 
player is required to walk up to the apple and take a bite from it 
without help from the hands. For obvious reasons, only one person 
should be allowed to bite at an apple. 

MOODS. — The player is required to laugh in one corner of the 
room, to sing in the second corner, to cry in the third, and to whistle 
or dance in the fourth. 

NEGATIVE SIDE, THE. — The player is required to answer "No'* 
to a question put to him by each member of the company in turn. 
This may be made very funny if he be required, for instance, thereby 
to express dislike for his favorite occupations or friends. 

PILGRIMAGE TO ROME, A. — The judge announces that the 
player who is to redeem this forfeit is about to make a pilgrimage 
to Rome, and requests that each member of the company give 
him something to take on his journey. The pilgrim is then re- 
quired to pass around the room while each person, in turn, presents 
him with some article, the more inappropriate or difficult or cum- 
bersome to carry the better. These may consist, for instance, of 
a small chair, a sofa pillow, a house plant, a big basket, a lunch 
consisting of a nut, etc. These must all be carried at once, 
and when all have been collected, the pilgrim must make one entire 
round of the room before laying any of them down. 

SAFETY POINT. — The player is required to put one hand where 
the other cannot touch it. He does this by placing the right hand 
on the left elbow, or vice versa. e 

SO NEAR AND YET SO FAR. — Two players are required to stand 
upon an open newspaper in such a manner that they cannot pos- 
sibly touch one another. They will find the solution of the 
problem in placing the newspaper over the sill of a door, and 
then closing the door between them. 

SPOON FOOD. — Two players are blindfolded and seated on the 
floor, each with a large towel or napkin pinned around the neck 
like a bib. Fach is then given a bowl filled with corn meal or flour, 



258 Feats and Forfeits 

and a spoon. When all is ready, the two players are told to feed 
each other. This forfeit makes as much sport for the rest of the 
company as for those engaged in its performance. 

THREE QUESTIONS. — The delinquent player is sent out of the 
room. While he is gone, the remaining players decide on three 
questions, to which he must reply "Yes" or "No" before he knows 
what the questions are. When he returns, he is asked if he will 
answer the first question with " Yes "or "No." Having made his 
choice, the question is then repeated to him, often resulting in much 
laughter from the incongruity of the answer. The other ques- 
tions are answered in the same way. 

TIDBIT. — The player is required to bite an inch off the poker. 
He does this by holding the poker about an inch from his face and 
making a bite at it. 

TOAST OF THE EVENING, THE. — The player is required to pro- 
pose his or her own health in a complimentary speech about himself 
or herself. 

UMBRELLA STAND. — A closed umbrella or a cane is held upright 
on the floor by pressing on the top of it with the forefinger. The 
player is then required to release his hold, to pirouette rapidly, and 
snatch the umbrella before it falls to the ground. 

VERSE LENGTHS. — The player is required to repeat a verse 
or jingle, stating the number of the word after each word. For 
example : — 

"Yankee, one, Doodle, two, went, three, to, four, town, five,^' etc. 

WALKING SPANISH. — The player is given a cane or closed um- 
brella. He rests this on the floor, places both hands on top of it, 
and then rests his forehead on the hands. While in this position, 
he is required to turn around three times, then suddenly stand with 
head erect, and walk straight ahead. 

ZOO, THE. — The player is required to imitate a donkey or any 
other animal. 



SINGING GAMES 



SINGING GAMES 

DID YOU EVER SEE A LASSIE ? 

xO to 60 or more players. 
Playground; gymnasium. 

This is a game for very little children, and with a little suggeHlion 
as to the exercises or movements to be illustrated by the "lassie," 
may be the source of some very good exercise as well as a plea -ing 
game. 

AU.of the players but one form a circle, clasping;' -f' 
circle around, singing the first two lines of the vers( . \\ lu. ■ :; 
are doing this, the odd player stands in the center and illustrates 
some movement which he chooses for the others to imitate. During 
the last two lines »f the verse the players stand in place, drop hgiir^ ^ 
and imitate the mc \^ements of the center player, which he contio ue s 
in unison with them. 

Did you ever see a lassie, a lassie, a lassie. 
Did you ever see a lassie do this way and that ? 
Do this way and that way, and this way and that way; 
Did you ever see a lassie do this way and that ? 

When a boy is in the center, the word "lassie" should be changed 
to " laddie." 

The player nlay imitate any activity, such as mowing grass, 
raking hay, prancing like a horse, or turning a hand organ; n^ay 
use dancing steps or movements such as bowing, courtesy. 1.1 g, 
skipping, whirling in dance steps with the hands over the h :t('. 
etc.; or may take any gymnastic movements, such as hoppin^:, 
jumping, arm, head, trunk, or leg exercises, etc, 
* .6.1 



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Singing Games 
DRAW A BUCKET OF WATER 

4 to 60 or more players. 

Indoors; out of doors. 

This game is played in groups of four, generally by girls. Two 

layers face each other, clasping hands at full arm's length. The 

other two face each other in the same way, with their arms crossing 

those of the first couple at right angles. Bracing the feet, the 

couples sway backward and forward, singing the following rhyme : — 




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Draw a buck - et of wa - ter, For my la - dy's daugh-ter, 



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Draw a bucket of water, 

For my lady's daughter. 

One in a rush, 

Two in a rush. 

Please little girl, bob under the bush. 

As the last line is said, the players all raise their arms without 
unclasping th& hands and place them around their companions, who 



, .^ Singirxg Games 

&tO'>p to step inside. They will then be standing in a circle with 
arms around each other's waists. The game finishes by dancing 
in this position around in a ring, repeating the verse once more. 

The illustration shows in the left-hand group the pulling back- 
ward and forward; in the rear (center) group the lifting of hands 
and stooping under; and in the right-hand group the position for 
dar.cing around while repeating the verse. 



DUCK DANCE (THE) 



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Singing Games 265 

I saw a ship a-sailing, a-sailing on the sea; 

And oh, it was laden with pretty things for me. 

There were comfits in the cabin, and apples in the hold; 

The sails were made of silk, and the masts were made of gold. 

Four and twenty sailors that sat upon the deck 
Were four and twenty white mice with chains about their necks. 
The captain was a duck with a packet on his back. 
And when the ship began to move the captain cried quack! 
quack ! 

The players hold hands and circle rapidly while singing. 
After the last verse one of the players breaks the circle and with 
his next neighbor raises his hand high to form an arch, calling " Bid, 
bid, bid !" which is the call for ducks. The player on the opposite 
side of the break in the circle proceeds to pass under this arch, the 
entire circle following, all holding hands and answering " Quack ! 
quack! quack!" 

When all have passed through, the two players at the opposite end 
of the line raise their hands and cry, "Bid, bid, bid !" while the two 
who first made the arch pass through, drawing the line after them, 
and calling " Quack ! quack ! quack !" This passing of the ducks 
under the gateway is continued during one or two repetitions of 
the music. The players should repeat "Bid, bid, bid!" and 
" Quack, quack, quack !" in rhythm during all of this latter part of 
the play. 

FARMER IN THE DELL 

10 to JO or more players. 

Indoors; out of doors. 

The farmer in the dell, ^ 

The farmer in the dell, 

Heigh-o ! the cherry-oh ! 
The farmer in the dell. 

The farmer takes a wife. 
The farmer takes a wife, 

Heigh-o ! the cherry-oh ! 
The farmer takes a wife. 



266 



Singing Games 



The wife takes a child, 
The wife takes a child, 

Heigh-o ! the cherry-oh ! 
The wife takes a child. 

The succeeding verses vary only in the choice in each, and follow 
in this order : — 

The child takes a nurse, etc. 
The nurse takes a cat, etc. 
The cat takes a rat, etc.. 
The rat takes the cheese, etc. 



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The players stand in a circle with one of their number m the 
center, who represents the farmer in the dell. At the singing of 
the second verse, where the farmer takes a wife, the center player 
beckons to another, who goes in and stands by her. The circle 
keeps moving while each verse is sung, and each time the player 
last called in beckons to another ; that is, the wife beckons one into 
the circle as the child, the child beckons one for the nurse, etc., 
until six are standing in the circle. But when the lines, "The 
rat takes the cheese," are sung, the players inside the circle and 
those forming it jump up and down and clap their hands in a 
grand confusion, and the game breaks up. 



Singing Games 



267 



HUNTING 

10 to 60 or more players. 

Indoors; out of doors. 

This game is especially enjoyed by little boys, for whom there is a com- 
paratively small number of appropriate singing games. 

The players all stand in two lines facing each other. They 
clap their hands in time with the song, and sing the first verse : ■ — 



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Oh, have you seen the Shah ? 

He lights his pipe on a starlight night. 

Oh, have you seen the Shah? 



268 Singing Games 

For a-hunting we will go, 

A-hunting we will go. 

We'll catch a fox and put him in a box. 

A-hunting we will go. 

While the last verse is being sung, the two players at the top 
of the lines run forward, join hands, and run down between the lines 
to the foot, turn around, join the other hands, and return between 
the lines. When they have reached the head again, they unclasp 
hands and run down the outside of the lines, each on his own side, 
and take their places at the foot of the lines. By this time the verse 
should be finished, and it is then sung again, the two players who 
are now standing at the head running down through the middle, etc. 
This is repeated until all the players have run, when the two lines 
join hands in a ring and all dance around, repeating the verse for 
the last time. 

For a large number of players several may run instead of two. 
The first two then represent foxes, the next four, prancing or 
galloping horses (all in time to the music), and four others for riders 
or hunters. 

ITISKIT, ITASKET 
10 to JO or more players. 
Indoors; out of doors. 

This is a form of Drop the Handkerchief, differing somewhat in 
play, and also in that a verse is sung with the game. 

All of the players but one stand in a circle with clasped hands; 
the odd player, carrying a handkerchief, runs around on the out- 
side of the circle, singing the following verse : — 

Itiskit, Itasket, 

A green and yellow basket; 

I wrote a letter to my love 

And on the way I dropped it. 

Some one of you has picked it up 

And put it in your pocket; 

It isn't you — it isn't you — 

This last phrase is repeated until the player reaches one behind 
whom he wishes to drop the handkerchief, when he says, "It is 
you ! " and immediately starts on a quick run around the circle. 



Singing Games 
Itiskit, Itasket 



269 



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270 



Singing Games 



The one behind whom the handkerchief was dropped picks it up and 
at once starts around the circle in the opposite direction, the object 
being to see which of the two shall first reach the vacant place. The 
one who is left out takes the handkerchief for the next round. 

Should a circle player fail to discover that the handkerchief has 
been dropped behind him until the one who has dropped it has 
walked or run entirely around the circle, he must yield his place 
in the circle to the handkerchief man, changing places with him. 



KEEP MOVING 



5 to 60 players. 



Indoors; out of doors; schoolroom. 

One player is chosen as leader. He repeats or sings the following 
formula, at the same time going through the motions indicated. 
The other players must repeat the formula and the motions with 
him. They may be either seated or standing. The rhythm should 
be very rapid : — 



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One finger,one thumb (etc.) keep moving, One finger,one thumb (etc.)keep 

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moving,Onefinger,one thumb(etc.)keepmoving,Tra la I la, lal la, la! 



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Singing Games 271 

One finger one thumb keep moving, 
One finger one thumb keep moving, 
One finger one thumb keep moving. 
Tra-la! la-la! la-la! 

(The thumb and index finger of one hand are separated and brought to- 
gether, as when a bird's beak is being imitated with the fingers.) 

Two fingers two thumbs keep moving. 

Two fingers two thumbs keep moving. 

Two fingers two thumbs keep moving. 

Tra-la! la-la! la-la! 

(The thumb and index finger of both hands are moved in similar manner.) 

Four fingers two thumbs keep moving, 

Four 

Four 

Tra-la! 

(The thumb, index, and middle fingers on each hand.) 

Six fingers two thumbs keep moving, 

Six 

Six 

Tra-la! 

(Add the ring finger.) 

Eight fingers two thumbs keep moving, 

Eight , etc. 

(All the fingers.) 

Eight fingers two thumbs one hand keep moving. 
Eight fingers two thumbs one hand keep moving. 
Eight fingers two thumbs one hand keep moving. 
Tra-la! la-la! la-la! 

(The finger motion is continued, and to it is added an up-and-down shaking 
of one hand.) 

Eight fingers two thumbs two hands keep moving. 

Eight 

Eight 



Tra-la ! 



(A similar movement of the other hand is added.) 



272 Singing Games 

Eight fingers two thumbs two hands one arm keep moving, etc. 

(One arm is moved up and down with the shoulder, elbow, and wrist all 
active, while the movement of the fingers and of the opposite hand continues.) 

Eight fingers two thumbs two hands two arms keep moving, etc. 
(Add similar movement of the other arm.) 

Eight fingers two thumbs two hands two arms one foot keep moving, 
etc. 

(The toes of one foot are lifted (bending the ankle) and tapped on the floor 
as in beating time.) 

Eight fingers two thumbs two hands two arms two feet keep moving, 
etc. 
(Add similar movement of other foot.) 

Eight fingers two thumbs two hands two arms two feet one leg keep 
moving, etc. 

(Lift one leg with bent knee and replace the foot on the floor in rhythmic time, 
while all of the other parts mentioned are kept in motion as previously.) 

Eight fingers two thumbs two hands two arms two feet two legs keep 
moving, etc. 
(Add similar movement of the other leg.) 

Eight fingers two thumbs two hands two arms two feet two legs one 
head keep moving, etc. 
(Add a nodding movement of the head, forward and backward.) 

This is a Scotch game and is full of sport, but will depend largely 
for its success upon the familiarity of the leader with the order of 
the movements, and, like most Scotch games, upon the rapid and 
sustained time in which it is kept going. It is especially good for 
the schoolroom, as it affords some excellent exercise without the 
players leaving their seats. 



Singing Games 



273 



n 

KING OF FRANCE (THE) 

10 to 60 players. 

Playground; gymnasium; schoolroom. 




— ^=^—.t—^ s=^t-«— t i — - 



The King Of France with for - ty thou-sand men Marched 



iSe; 



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9 



up 



the hill 



MEk 



and then marched down a - gain. 



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The King of France with forty thousand men 
Marched up the hill and then marched down again. 

The players stand in two rows or groups facing each other. 
Each group has a leader who stands in the center and represents a 
king leading his army. 

The game or play is a simple one of imitation; in which the 
players perform in unison some action first indicated by one of 
the leaders. 

The leaders of the two groups take turns in singing the verse, at 
the same time marching forward during the first line of the verse, 
and back again to their places during the second line, illustrating 
the action that is then to be taken by all. The verse is then sung 
by both groups while advancing toward each other and retreating, 
performing the movements indicated by the leaders. The move- 
ments illustrated by the leaders may be anything suitable to an 



274 Singing Games 

army of men, the words describing the movement being substituted 
for the line, "Marched up the hill." Thus: — 

The King of France with forty thousand men 
Waved his flag and then marched down again. 

The following variations are suggested, each of which indicates the 
movements to go with it. 

Gave a salute, etc. 
Beat his drum. 
Blew his horn. 
Drew his sword. 
Aimed his gun. 
Fired his gun. 
Shouldered arms. 
Pranced on his horse. 

It is scarcely necessary to say that a real flag and drum add 
much to the martial spirit of the game, and if each soldier can 
have a stick or wand over his shoulder for a gun, the esprit de 
corps will be proportionately enhanced. 

KITTY WHITE 

10 to JO or more players. 

Indoors; out of doors. 

This is an admirable game for very little children. Their 'dra- 
matic tendency should be given full rein in impersonating the soft 
movements of the kitty and mousie before the chase begins. 

Kitty White so slyly comes. 

To catch the Mousie Gray; 
But mousie hears her softly creep, 

And quickly runs away. 

Run, run, run, little mouse, 

Run all around the house; 

For Kitty White is coming near. 

And she will catch the mouse, I fear. 



Singing Games 
Kitty White 



275 



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Kit - ty White so sly - ly comes To catch the Mous- ie Gray ; But 



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mous - ie hears her soft - ly creep And quick-ly runs a - way. Run, 



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run, run, lit - tie mouse, Run all a - round the house ; For 



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Kit - ty White is com -ing near,And she will catch the mouse, I fear. 



9am 



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One player is chosen for the mouse and stands in the center, 
and another for Kitty White, who stands outside of the circle. 
The other players join hands in a ring and move around, while 
singing the first four Hnes. Meanwhile Kitty White is creeping 
around outside of the circle, peeping in at little Mousie Gray. 
When the fourth Kne is reached, "And quickly runs away," the 
circle stops moving and drops hands while the mouse runs out and 
in through the circle, chased by Kitty White. For the last four 



276 Singing Games 

lines, while the chase is going on, the players in the circle stand in 
place and clap their hands while singing "Run, run," etc. 

When the mousie is caught, both return to the circle, and another 
mouse and kitty are chosen. 



LEAVES ARE GREEN 

4 to 60 players. 

Indoors; out of doors. 

This is a game for small children. The players join hands and 
form a ring. They dance around in a circle in time to the music, 
singing to the air of ''Mulberry bush": — 

The leaves are green, the nuts are brown; 
They hang so high they will not come down; 
Leave them alone till frosty weather; 
Then they will all come down together. 

As the last words are sung, the children all stoop suddenly to the, 
ground, to represent the falling nuts. This is more interesting if 
the time be rapid and if the players jump before stooping, which] 
may lead to their tumbling over as the nuts do when they fall 
from the trees. 



LET THE FEET GO TRAMP 

10 to 60 players. 

Playground; gymnasium; schoolroom. 

Let the feet go tramp ! tramp ! tramp ! 
Let the hands go clap ! clap ! clap ! 
Let the finger beckon thee. 
Come, dear friend, and skip with me. 
La, la la la, la la la, etc. 



1 



Singing Games 
Let the Feet Go Tramp 



277 



i^ a^iE^ Hi^ife^ 



Let the feet go tramp,tramp,tramp, Let the hands go clap, clap, clap, 



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Let the fin - ger beck-on thee, Come, dear play- mate, skip with me. 



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Tra la la la la la la, La la la la la la la, 

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La la la la la la la, La la la la la. 



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The players form a circle with from one to five in the center, 
according to the number of players. All of the players, both circle 
and center, sing the verse, suiting the action to the words with 
stamping of the feet for "Tramp, tramp, tramp!" and clapping 
of the hands for " Clap, clap, clap !" As the last line, " Come dear 
friend and skip with me," is sung, each child in the center beckons 
to one in the circle, who steps in and joins hands with the little 
partner as they stand facing each other. These partners in the 



278 



Singing Games 



center then dance around in time to the chorus "La, la," and the 
circle players may also join hands and dance in a circle. 



(LONDON BRIDGE 

6 to JO or more players. 
Indoors; out of doors. 



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Lon - don bridge is fall - ing down, Fall - ing down, fall - ing down, 



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Lon - don bridge is fall - ing down, My fair la - dy. 



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London Bridge is falling down, 
Falling down, falling down. 

London Bridge ^is falling down, 
My fair lady ! 

Build it up with iron bars, 

Iron bars, iron bars. 
Build it up with iron bars, 

My fair lady ! 

Iron bars will bend and break. 
Bend and break, bend and break, 

Iron bars will bend and break. 
My fair lady ! 



Singing Games 279 

Build it up with gold and silver, Gold and silver will be stolen 
etc. away, etc. 

Get a man to watch all night. Suppose the man should fall 
etc. asleep? etc. 

Put a pipe into his mouth. Suppose the pipe should fall 
etc. and break? etc. 



Get a dog to bark all night. Suppose the dog should meet a 

etc. bone? etc. 



Get a cock to crow all night, Here's a prisoner I have got, 
etc. etc. 

What's the prisoner done to you? Stole my hat and lost my keys, 
etc. etc. 

A hundred pounds will set him A hundred pounds he has not 
free, etc. got, etc. 

Off to prison he must go, etc. 

Two of the tallest players represent a bridge by facing each other, 
clasping hands, and holding them high for the others to pass under. 
The other players, in a long line, holding each other by the hand 
or dress, pass under the arch while the verses are sung alternately 
by the players representing the bridge and those passing under, 
those forming the arch singing the first and alternate verses and the 
last "Off to prison." As the words, — 

"Here's a prisoner I have got" 

are sung, the players representing the bridge drop their arms around 
the one who happens to be passing under at the time. The succeed- 
ing verses are then sung to "Off to prison he must go." During 
this last one the prisoner is led off to one side to a place supposed 
to be a prison, and is there asked in a whisper or low voice to choose 
between two valuable objects, represented by the two bridge players 
who have previously agreed which each shall represent, such as a 
"diamond necklace" or a "gold piano." The prisoner belongs to 
the side which he thus chooses. When all have been caught, the 
prisoners line up behind their respective leaders (who have up to 
this time been the holders of the bridge), clasp each other around 



28o Singing Games 

the waist, and a tug of war takes place, the side winning which 
succeeds in pulling its opponent across a given line. 

Where a large number of players are taking part, say over ten, 
the action may be made much more rapid and interesting by form- 
ing several spans or arches to the bridge instead of only one, and 
by having the players run instead of walk under. There is thus 
much more activity for each player, and the prisoners are all caught 
much sooner. 

This is a very ancient game, supposed to have originated in the custom of 
making a foundation sacrifice at the building of a bridge. The tug of war is 
thought by Mr. Newell possibly to signify a contest between powers of good 
and evil for the soul of the victim sacrificed. 

O LOOBY LOO 

5 to 60 or more players. 

Indoors; out of doors. 

Here we dance, looby, looby, looby. 

Here we dance, looby, looby, light. 
Here we dance, looby, looby, looby, loo, 

Every Saturday night. 

Put your right hand in 

Put your right hand out 
Give your right hand a shake, shake, shake, 

Hinkumbooby round-about. 

Here we dance, looby, looby, looby, etc. 

Put your left hand in, etc. 

Here we dance, looby, looby, looby, etc. 

Put your two hands in, etc. 

Put your right foot in, etc. 

Put your left foot in, etc. 

Put your two feet in, etc. 

Put your right elbow in, etc. 

Put your left elbow in, etc. 

Put your two elbows in, etc. 

Put your right ear in, etc. 

Put your left ear in, etc. 

Put your head way in (bend deeply from the waist). 



Singing Games 
Looby Loo 



281 



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Here we dance looby, loo - by, loo - by,Here we dance looby,loo - by,light ; 



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Here we dance loo - by, loo - by, loo - by, loo. 



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Ev - 'ry Sat - ur - day night. Put your right hand in. 



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Put your right hand out. Give your right hand a 
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shake,shake, shake, 



Hin - kum - boo - by 



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round a - bout. 



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282 Singing Games 

The players stand in a ring, clasping hands. For the first two 
lines of the chorus, — 

Here we dance, looby, looby, looby, 
Here we dance, looby, looby, light, 

the players sway from one foot to the other, throwing the free foot 
across the other in sort of a balance movement in rhythm to the 
music. On the last two lines of this verse, — 

Here we dance, looby, looby, looby, loo, 
Every Saturday night, 

the circle gallops halfway around to the left for the first line, and 
reverses the action, returning to place on the last line. 

For the alternate verses which describe action the movements 
are suited to the words ; for instance, when the left hand is called 
for, the players lean far forward and stretch the left hand into 
the ring while singing the first line, turn around, and stretch the 
left hand outward for the second line, shake the hand hard 'on the 
third line, and on the last line jump or spin completely around. 

This i-s a very ancient game, supposed to have originated in a choral 
dance, probably in celebration of the rites of some deity, in which animal 
postures were assumed or animal rites were an object. Later, it was an old 
court dance, stately and decorous as the minuet. 

MUFFIN MAN 

6 to JO or more players. 

Indoors; out of doors. 

The players stand in a circle, with one or more in the center. 
The circle dances around and sings the first two lines of the following 
verse. They then stand still while the player or players in the center 
choose each a partner who enters the circle with him; they clasp 
hands and dance around, singing the last two lines : — 

Oh, have you seen the muffin man, the muffin man, the muffin 

man? 
Oh, have you seen the muffin man that lives in Drury Lane, O ! 
Oh, yes, I've seen the muffin man, the muffin man, the muffin man. 
Oh, yes, I've seen the muffin man that lives in Drury Lane, O ! 



Singing Games 



283 



(The) Muffin Man 



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a 



Oh, have you seen 
Oh, yes, I've seen 



the muf - fin 
the muf - fin 



man, 
man, 



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the 
the 



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muf - fin man, the muf - fin 
muf - fin man, the muf - fin 



man ? Oh, have you seen the 
man. Oh, yes, I've seen the 



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muf - fin man that 
muf - fin man that 



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lives in Dru - ry Lane, O 1 
lives in Dru - ry Lane, O ! 



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P=^ 



Miss Newton has a very good adaptation of this game for the schoolroom 
or parlor, in which four or five players stand in corners. Each of these 
chooses a partner at the end of the second line, and these groups of two 
dance in a circle. 



O MULBERRY BUSH 

6 to 60 players or more* 

Indoors; out of doors. 

Here we go round the mulberry bush, 

The mulberry bush, the mulberry bush, 
Here we go round the mulberry bush, 
So early in the morning ! 



284 



Singing Games 



MULBERRY BUSH 



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Here we go round the mul - ber - ry bush, The 



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mul - ber -ry bush, the mul - ber - ry bush,Here we go round the 



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mul 



ber - ry bush, 



So ear 



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the 



morn - ing. 



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This is the way we wash our clothes, 

We wash our clothes, we wash our clothes, 

This is the way we wash our clothes, 
So early Monday morning. 

This is the way we iron our clothes, 

We iron our clothes, we iron our clothes, 

This is the way we iron our clothes, 
So early Tuesday morning. 

This is the way we scrub the floor, 
We scrub the floor, we scrub the floor. 

This the way we scrub the floor. 
So early Wednesday morning. 

This is the way we mend our clothes. 

We mend our clothes, we mend our clothes, 

This the way we mend our clothes. 
So early Thursday morning. 



Singing Games 285 

This is the way we sweep the house, 
We sweep the house, we sweep the house, 

This is the way we sweep the house, 
So early Friday morning. 

Thus we play when our work is done, 
Our work is done, our work is done, 

Thus we play when our work is done. 
So early Saturday morning. 

The players stand in a circle clasping hands, and circle around, 
singing the first verse. In the second and alternate verses the action 
indicated by the lines is given in pantomime. In all verses the 
players spin around rapidly, each in her own place, on the repe- 
tition of the refrain, " So early in the morning." 

This is one of the oldest traditional games, and probably one of the most 
widely known. It is considered to have originated as a marriage dance around 
a sacred tree or bush, our mistletoe custom having come from the same source. 

NUTS IN MAY 

6 to 60 or more players. 
Indoors; out of doors, 

(Sung to the air of " Mulberry Bush") 

Here we come gathering nuts in May, 

Nuts in May, nuts in May. 
Here we come gathering nuts in May, 

On a cold and frosty morning. 

Whom will you have for nuts in May, 

Nuts in May, nuts in May? 
Whom will you have for nuts in May 

On a cold and frosty morning? 

We'll have (Mary) for nuts in May, 

Nuts in May, nuts in May, 
We'll have (Mary) for nuts in May, 

On a cold and frosty morning. 



286 Singing Games 

Whom will you send to fetch her away, 
To fetch her away, to fetch her away? 

Whom will you send to fetch her away, 
On a cold and frosty morning? 

We'll send (Alice) to fetch her away, 
To fetch her away, to fetch her away. 

We'll send (Alice) to fetch her away, 
On a cold and frosty morning. 

The players stand in two lines facing each other and holding 
hands, with a wide space between which will admit of advancing 
toward each other and retreating. The first line sings the first 
verse, advancing toward its opponents and retreating. The sec- 
ond line then advances and retreats and sings the second verse. 
The first line again advances and retreats, singing the third verse, 
naming some player who stands in the opposing line. The second 
line, unwilling to yield a player so easily, then advances and re- 
tires, singing the fourth verse, in which it suggests that some one 
be sent to take the one who has been selected for ''nuts," and the 
first line then advances and retires, singing the last verse, in which it 
names some player from its own side whom it considers a good 
match for the player whom it has called from the opposite side. 

The lines then stand still while these two players advance to 
the center, draw a mark on the ground, or throw a handerchief 
down to serve the purpose, take hold of right hands across the 
line, and have a tug of war. The player who is pulled across 
the line becomes the captured ''nut" and joins the side of her 
captors. The game is then repeated, with the change that the 
lines of players sing the verses that were sung by their opponents 
the previous time, the second line of players starting with the first 
verse. This should be continued until all of the players have taken 
part in the tug of war. The line wins which gets the most "nuts. " 

For large numbers of players, instead of a tug of war between two 
players only, the two lines may advance, each player joining hands 
with the one opposite, and all taking part in the tug of war. Still 
another method is to have the two players who are named, join 
hands, with the players of their respective sides all lined up behind 
them for a tug of war, as in London Bridge. 



Singing Games 
OOATS, PEAS, BEANS 



287 



6 to 60 players. 
Indoors; out of doors 



Oats, peas, beans and bar - ley grows, Oats, pea 



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peas, beans and 



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bar - ley grows. Nor you nor I nor no - bod - y knows How 



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oats, peas, beans and bar - ley grows. Thus the far - raer 



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sows his seed, Thus he stands and takes his ease, 



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Stamps his foot and clasps his hands, And turns a -round to 



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288 



Singing Games 



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view his lands. A - waiting for 



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A - waiting for a 



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part - ner, 



So open the ring and 

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choose one in, Make haste and choose your part - ner. 



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Oats, peas, beans, and barley grows, 
Oats, peas, beans, and barley grows. 
Nor you nor I nor nobody knows 
How oats, peas, beans, and barley grows. 

Thus the farmer sows his seed, 
Thus he stands and takes his ease, 
Stamps his foot and claps his hands, 
And turns around to view his lands. 



A-waiting for a partner, 
A-waiting for a partner, 
So open the ring and choose one in, 
Make haste and choose your partner. 



Singing Games 289 

Now you're married, you must obey. 
You must be true to all you say. 
You must be kind, you must be good, 
And keep your wife in kindling wood. 

The players form a ring, clasping hands, and circle about one of 
their number who has been chosen to stand in the center. They 
all sing the first four lines, when they drop hands, and each player 
goes through the motions indicated by the words: sowing the 
seed with a broad sweep of the arm as though scattering seed 
from the hand ; standing erect and folding the arms ; stamping the 
foot; clapping the hands; and at the end of the verse turning 
entirely around. They then clasp hands again and circle entirely 
around, singing : — 

Waiting for a partner, 
Waiting for a partner, 

standing still for the last two lines : — 

So open the ring 
And choose One in. 

On these words the one in the center chooses one from the circle 
as a partner. The player who was first in the center then returns 
to the circle, and the one chosen as partner remains in the center 
while the game is repeated. 

If large numbers are playing, four players may stand in the center 
instead of one, and in that case, of course, four partners will be 
chosen. This form of playing the game has traditional sanction, 
and at the same time adapts itself nicely to the large numbers 
that often have to be provided for under modern conditions of 
playing. 

This is one of the games that Mr. Newell calls "world-old and world-wide.'* 
It is found in France, Italy, Spain, Germany, etc., was played by Froissart in 
the fourteenth century, and by Rabelais in the fifteenth. The game is sup- 
posed to have had its source in a formula sung at the sowing of grain to pro- 
pitiate the earth gods and to promote and quicken the growth of crops. Mrs. 
Gomme notes that the turning around and bowing to the fields and lands, coupled 
with pantomimic actions of harvest activities, are very general in the history 
u 



290 



Singing Games 



of sympathetic magic among primitive peoples, from which doubtless came 
the custom of spring and harvest festivals. 

Mrs. Gomme also points out that the choosing of the partner indicates the 
custom of courtship and marriage at these sowing and harvest gatherings. 

^ ROUND AND ROUND THE VILLAGE 

6 to JO or more players. 
Indoors; out of doors. 



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Go round and round the vil 



lage, 



Go 



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round and round the vil - lage, Go round and round 
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Go round and round the village, 
Go round and round the village, 
Go round and round the village, 
Go as we have done before. 



Go in and out the windows, 
Go in and out the windows. 
Go in and out the windows. 
Go as we have done before. 



Singing Games 291 

Now stand and face your partner, 
Now stand and face your partner, 
Now stand and face your partner, 
And bow before you go. 

Now follow me to London, 
Now follow me to London, 
Now follow me to London, 
As we have done before. 

The players form a circle, clasping hands, with one player outside. 
In this game the circle stands still and represents the houses of a 
village. The player outside sings the first verse dancing around the 
circle. On the second verse, "In and out the windows," etc., the 
players forming the ring raise their clasped hands to represent 
windows, and the outside player passes in under one arch, out un- 
der the next, and so on, winding in and out until the circle has been 
completed. She tries to get around by the time the verse is finished, 
and then goes on singing the third verse while she pauses in the 
circle and chooses a partner. These two then run around the out- 
side of the circle while singing the last verse, " Follow me to London," 
etc., returning at the close to the center of the circle, where they 
bow and part, the first player taking her place in the ring. The 
game is then repeated, with the second player running around the 
outside of the village. 

Where large numbers are playing, several players may be chosen 
instead of one, to run around the village and in and out of the 
windows. In that case several partners will be chosen, and at the 
close the first players will return to the circle, and the partners 
whom they have chosen will go on with the game by running 
around the village and singing the first verse again. 

FOR THE SCHOOLROOM. — In the schoolroom two players 
may be chosen to run "Round and round the village," start- 
ing from different parts of the room. The remainder of the class 
sits and sings while these players run up and down through the 
aisles, each touching two or three pupils, who rise and run after 
them. When the windows are mentioned, the seated players who 
still have neighbors sitting across the aisles, stand, and clasp hands 



292 Singing Games 

with the neighbors to form an arch under which the runners make 
their way. 

Variations. — A pretty variation in this game, adapting it to 
the modern city environment, with which many city children are 
more famihar than they are with village life, is to substitute for 
the words "Round and round the village" and "In and out the 
windows" the words, "Round and round the city" (presumably on 
elevated or subway trains) and " In and out the stations " or " In and 
out the subway. " While this tampering with a traditional form 
of the game is questionable, there is no doubt that children much 
enjoy playing about things related to their own experiences. A 
gradual and probably uncon cious adaptation to environment is 
one of the manifestations of the folk-lore spirit. 

This is one of the very old traditional games, based on village customs , 
Mrs. Gomme traces it to the periodical village festivals at which marriages took 
place. In some of these it was customary for the young people to go through 
the houses in procession. 

SNAIL 

10 to 60 players. 

Indoors; out of doors. 

This is a favorite game with very little children. For large 
numbers each verse may be repeated as needed to complete the 
winding or unwinding of the line. 

Hand in hand you see us well 
Creep like a snail into his shell, 

Ever nearer, ever nearer, 

Ever closer, ever closer. 
Very snug indeed you dwell, 
Snail, within your tiny shell. 

Hand in hand you see us well 
Creep like a snail out of his shell. 

Ever farther, ever farther. 

Ever wider, ever wider. 
Who'd have thought this tiny shell 
Could have held us all so well. 



Singing Gaines 
SNAIL 



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The players all stand in line holding hands; while singing the 
first verse they wind up in a spiral, following the leader, who walks 
in a circle growing ever smaller until all are wound up, still hold- 
ing hands. The leader then turns and unwinds, until all are again 
in one long line. 

This " winding up " is a very old traditional feature in games, 
and is supposed to have originated in tree worship. 



BALLS AND BEAN BAGS 







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BALLS AND BEAN BAGS 

SPECIFICATIONS FOR BALLS, BEAN BAGS, 
MARKING GROUNDS, ETC. 

BALLOONS. — Gas balloons have been found very useful for quite a large 
class of games, and are specially suitable for use in the schoolroom or parlor, 
though they may also be used out of doors. The balloons are the regular toy 
balloons used by children, and are preferably ten or twelve inches in diameter 
when inflated, though smaller ones may be used. In games where two balloons 
are used it is desirable that they be of different colors, to distinguish which 
belongs to each team. When the gas in a balloon is exhausted, if it be not 
convenient to refill the rubber bag with gas, it may be filled with the breath, 
and will be found still to float sufficiently in the air for purposes of the game, 
though of course the gas-filled balloons with their tendency to rise are superior. 

BASEBALL (See also Indoor Baseball). — Baseballs are hard and preferably 
leather covered. The required ball for the National Association of Baseball 
Leagues is not less than 5 nor more than 5^ ounces in weight, and measures not 
less than 9 nor more than g\ inches in circumference. A slightly smaller ball 
is used in junior play; that is, for boys under sixteen. The best construction 
of baseballs is that in which there is a rubber center wound with woolen yarn, 
the outside covering being of white horsehide. Good balls cost from fifty 
cents to $1.50 each, but baseballs may be had at five cents each. 

BASKET BALL . — Basket balls are comparatively large, round, "laced " balls ; 
that is, they consist of a rubber bladder inserted in a leather case ; the bladder 
is inflated by means of a hand or foot pump; after it is placed inside of the 
leather cover the opening in the cover is laced together. The official ball 
prescribed by the Amateur Athletic Union and the Young Men's Christian 
Association Athletic League of North America calls for one that measures, 
when inflated, not less than 30 nor more than 32 inches in circumference; the 
limit of variableness to be not more than \ inch in three diameters; the weight 
to be not less than 18 nor more than 20 ounces; the ball when ready for use to 
be tightly inflated and so laced that it cannot be held by the lacing. The best 
basket balls cost about $6 each. 

BEAN BAGS (See also Oat Sacks). — Bean bags are especially useful for 
tossing games with little children and for use in the schoolroom, where a ball 
is not easily recovered if dropped; but many bean-bag games are of great 
interest even to adult players and are suitable for almost any conditions, — play- 
ground, parlor, or gymnasium. Bean bags should be made of heavy, closely 
woven material, such as ticking, awning, duck, or denim, and should be from 6 
to 12 inches square when finished. They are stitched around the outer edge (ex- 

297 



298 Ball Specifications 

cept for a small length through which the beans are inserted). The bag should 
then be turned and stitched a second time. Hand sewing is preferable, as 
often better able to withstand the strain put upon it. The bag is filled with 
dried beans or peas. A bag 6 inches square should contain ^ pound of these. 
A larger bag may contain a few- more, but the half-pound weight is good for 
any sized bag. For little children a 6 or 8 inch bag is very good. It is desir- 
able to have an equipment of bags made of two different colors, half of the bags, 
for instance, being red and the other half blue ; or some of striped material and 
others of plain. This aids in distinguishing the bags that belong to opposing 
teams or groups of players. It is easy to improvise a substitute for bean bags 
under almost any conditions. The writer has known some very good substi- 
tutes to be made by placing dried leaves in a square of cloth, gathering up the 
corners and tying them with a string. Bean bags 7 inches square may be 
purchased for about $2 per dozen. 

For adults, especially for men, the oat sacks make a very interesting im- 
plement for play, the weight making them a good substitute for medicine 
balls. (See Oat Sacks.) 

CRICKET BALL. — This is the same as a hockey ball, but red instead of 
white. The official specifications (Marylebone Club) are identical with those 
of the American baseball, except for \ ounce heavier weight. They call for a 
ball weighing not less than 5^ ounces, nor more than 5!, with circumference 
not less than 9 inches nor more than 9^. The construction and appearance 
differ from baseballs, the cricket balls being of heavy rubber, usually, but not 
invariably, covered with leather, which is sometimes enameled. The leather 
is put on in even hemispheres instead of in shaped pieces, as for a baseball. 
Cost, $1.50 to $2 each. 

FOOTBALL. — Official footballs are "laced" balls; that is, they consist of a 
rubber bladder, which is inflated and inserted in a leather casing which is then 
laced firmly to close the opening. Two shapes of balls — round, and so- 
called ''oval" — are official for different organizations. The round ball is 
prescribed for the "Association" games (American Football Association) and 
for Soccer, the circumference of the ball to be not less than 27 inches, nor more 
than 28. The prolate spheroid ("oval") ball is prescribed by the Intercol- 
legiate and Rugby Associations of America, diameters about gl'xt^ in. The 
cost of best quality balls of both shapes is $5, and from that down to $1. 
Cheaper balls may be had (to substitute for any laced leather balls) made of 
sealed rubber, or to be inflated like a water polo ball, some incased in duck, 
others without casing. 

GAS BALL. — A gas ball is a sealed rubber ball filled with gas and very light 
in weight, generally used by httle children. These are extremely useful for the 
schoolroom, where it is desirable to avoid damage from the hitting of objects 
by a hard ball, and where it facilitates play to keep the ball in the air, as it is 
difficult to locate balls that roll on the floor. Gas balls measure from 4 to 6 
inches in diameter, and cost from ten to forty cents each, 

GOLF BALL. — Golf balls are made of gutta percha, painted white. The 
interior construction varies. The surface is made uneven with lines, dots, 



Ball Specifications 299 

or dimples, to give greater buoyancy to the strokes. Size, about if inches in 
diameter. Cost, from $2 to $9 per dozen. 

HANDBALL. — The term ''handball" is generally used to designate any 
ball that can be caught easily in one hand, as distinguished from larger balls, 
such as basket, foot, and volley balls. Technically, the term "handball" 
applies to the balls used in the game of Handball. 

In selecting a ball for general games, including Handball Drills as herein 
given, it is desirable to have one slightly larger than for the official game and 
to get one with considerable resiliency; that is, a ball that will rebound from 
a hard floor to a height of about 3 feet when dropped from a height of about 
6 feet. A good ball for this purpose will measure about 2^ inches in diameter 
and weigh 2I ounces. They are of hollow rubber, sealed. Such balls will cost 
about $5 per dozen. For children's play of course cheaper balls can be had. 

Official Handballs used for the game of Handball differ somewhat in 
America and Ireland, where this is the national game. The American balls 
are made both of rubber and leather. The specifications for the balls of the 
Amateur Athletic Union of America call for a ball measuring i| inches in 
diameter, with a weight of if ounces. 

The Irish official handball is smaller and heavier than that of America and 
is generally made of rubber. The official ball called for by the Gaelic Athletic 
Association of Ireland is hard, covered with sheepskin or any other leather, 
and is not less than i\ ounces nor more than if ounces in weight. Handballs 
suitable for the game of that name may be had of leather and rubber, ranging 
in price from twenty-five cents to $1 each. 

HOCKEY BALL. — Field Hockey is played with the same kind of ball 
as Cricket, but white instead of red. This is usually but not invariably 
covered with white leather, the latter sometimes enameled, put on in even 
hemispheres instead of in shaped pieces like the covering of a baseball. The 
dimensions are the same as for a baseball but the weight usually about ^ ounce 
greater. Field Hockey balls measure 9 inches in circumference and weigh 
5^ ounces. The official rules of the American Field Hockey Association 
specify merely "an ordinary cricket ball painted white." Hockey balls cost 
from $1 to $2.75 each; practice balls of solid rubber, fifty cents. 

Ice Hockey is played with a "puck," sohdly cylindrical in shape and 
smaller than the ring for Ring Hockey. The official specifications for the 
American Amateur Hockey League require a puck of vulcanized rubber 
one inch thick throughout, 3 inches in diameter, weight not less than 7t% 
ounces nor more than 71^^ ounces. These cost fifty cents; practice pucks, 
twenty-five cents. 

Ring Hockey or Indoor Hockey is played indoors with a ring of flexible 
rubber, 5 inches in diameter, with a 3-inch hole through the center. The 
official rules specify a weight of not less than 12 ounces nor more than 16 
ounces. Rings cost from $1 to $1.25 each. 

INDOOR BASEBALL. — Indoor baseballs are specially constructed for 
indoor play, being much larger and more elastic than those for outdoor play. 
This ball is generally composed of a core of packed leather strips, around which 



300 Ball Specifications 

is placed curled horsehair tied on with string. The cover is of leather, prefer- 
ably horsehide, somewhat softer in quality than that used on the outdoor base- 
ball. The dimensions of the ball vary from 15 to 17 inches in circumference, 
or about 5 inches in diameter. The weight is from 8 to 8| ounces. The offi- 
cial ball specified by the National Indoor Baseball Association of the United 
States is not less than i6f nor more than lyi inches in circumference; made of 
yielding substance ; not less than 8 nor more than 8f ounces in weight ; and is 
required to be covered with white skin. The color of the ball naturally assists 
in indoor play where lights vary. Most of these balls have red stitching on 
the seams, which makes them even plainer to be seen. Good balls cost from 
eighty cents to $1.25 each. 

LA CROSSE BALL. — The official ball for the game of La Crosse is made 
of sponge rubber, sometimes leather covered (white). It is very slightly 
smaller in size than a baseball, and about the same weight. The Intercol- 
legiate La Crosse Association of the United States specifies a ball weighing 
about 5I ounces, with circumference of 8 inches. The National Amateur 
La Crosse Union of Canada specifies a weight of from 4^ to 5 ounces, and 
circumference of not less than 7$ nor more than 8 inches. The best balls 
cost sixty-five cents each. 

MEDICINE BALL. — Medicine balls are leather covered and of greater 
weight than any others used in the gymnasium. These balls were devised to 
give exercise of a vigorous character, particularly for the abdominal and other 
trunk muscles, and afford some of the most hygienic exercise to be had in the 
gymnasium. Medicine balls vary considerably in size and weight. The usual 
balls measure from 10 toi6 inches in diameter, and weigh from 4 to 12 pounds. 
They cost from $4.50 to $15, those with laced leather covers being more 
expensive than those with sewn covers. 

OAT SACKS. — Oat sacks as here described were devised by Dr. R. A. Clark 
and Mr. A. M. Chesley, to be used in place of medicine balls for adult players. 
In addition they may be used for many bean-bag games. Oat sacks are made 
of heavy (10 oz.) duck. They are circular in shape, 14 inches in diameter 
when finished. Two circles of this size are stitched around the edge, except 
for an opening where the oats are inserted. The bag is then turned and 
stitched a second time. They are then filled with four pounds of oats each. 

PLAYGROUND BALL. — For the game of Playground Ball there is used 
a ball that in size is between a baseball and indoor baseball. Usually balls 
of from 12 to 14 inches in circumference (of this type of construction) are 
called playground balls, and those from 15 to 17 inches, indoor baseballs. 
Because of their size, these balls cannot be batted as far as the usual baseball, 
and this and their softer texture make them especially useful for limited 
areas. This same type of soft ball may be had in the smaller size of the 
regulation baseball. The construction is the same as for indoor baseballs — 
a wound ball covered with soft white leather, the whole being firm, but more 
elastic and yielding than a baseball. 

The National Amateur Playground Ball Association of the United States 
specifies a ball not less than 12 inches nor more than 14 inches in circum- 



Ball Specifications 301 

ference, not less than 8 ounces nor more than 8f ounces in weight, made 
of yielding substance covered with a white skin. 

Good playground balls of any of the sizes here mentioned cost $1 
each. 

POLO BALLS. — Polo or Roller Polo (on roller skates) is played with 
a very hard rubber-covered ball, painted bright red and about the size of a 
baseball — 9 inches in circumference. Cost, from ten cents to $1 each. 

Equestrian Polo is played with a wooden ball, usually of willow, having no 
other covering than white paint. The Polo Association of America specifies 
such a ball 2)\ inches in diameter and not to exceed 5 ounces in weight. 
The English rules (Hurlingham) call for a slightly larger and heavier ball, 
3i inches in diameter and 5^ ounces in weight — material not specified. 
Willow balls cost $2 per dozen; others, $1.25 per dozen. 

Water Polo is played with a ball of white rubber, inflated through a key 
afterward used to screw shut the opening. The ofi&cial American rules for 
Water Polo call for a white rubber ball of not less than 7 nor more than 8 
inches in diameter. Cost, $2 each. 

PUSHBALL. — The game of Pushball is played with the largest ball 
ever constructed for any game. The ball measures 6 feet in diameter, and 
consists of an inflated rubber bladder inserted in a leather cover. Cost, 
$200 each. 

RUGBY BALL. — ^et Football. 

SOCCER BALL. — See Football. 

SQUASH BALL. — For the game of Squash, a hollow rubber ball is used 
similar to a tennis ball, and about the same size. It measures 8 inches in 
circumference, and is covered with felt, black, red, or white; some have an 
overspun cover knitted on the ball in green or white. Cost, $6 per dozen. 
Enameled rubber squash balls in black or gray may be had at twenty cents 
each. 

TENNIS BALL. — Tennis balls are of rubber, hollow, and are covered 
with white felt. The official specifications call for a ball measuring not less 
than 2\ nor more than 2^^ inches in diameter, of weight not less than ixt nor 
more than 2 ounces. Tennis balls cost about $4 per dozen. 

VOLLEY BALL. — Volley balls are quite similar to basket balls, but slightly 
smaller and lighter. They are suitable for games in which the ball is batted 
with the open hand or fist and where it is to be kept continuously in the air, such 
as the game of Volley Ball. The ball consists of a rubber bladder inclosed in 
a laced leather cover of white. The official specifications call for a ball not 
less than 25 nor more than 27 inches in circumference, of weight not less 
than 9 ounces nor more than 12 ounces. Volley balls cost from $2.50 to $4 
each. 

MARKING GROUNDS 

Where boundary lines are important in a game and need to be seen from a 
distance, as in many ball games, they should be plainly marked. On a gym- 



302 Ball Specifications 

nasium floor black paint for permanent diagrams is the best. For out of doors 
white linen tape may be had, with wooden staples and pins Jor fastening to 
the ground, costing from $3.50 to $6 per set for a court the size of a tennis dia- 
gram. A liquid mark may he made of whitewash, and a dry mark by mixing 
two parts of sand with one of whiting. Marble dust or slaked lime also make 
good dry marks. Roller markers for placing either wet or dry marks in lines 
of even width may be had at from $1 to $5 each. 



BEAN BAG AND OAT SACK GAMES 

BAG PILE 

10 to 100 players. 

Gymnasium; playground; schoolroom. 

Bean hags; oat sacks. 

The players are divided into two or more equal parties which line 
up in ranks. Near the front end of each rank is a pile of from ten 
to fifteen bean bags or oat sacks, which are to be passed down the 
line. At a signal the first player in each rank takes a bag and passes 
it down the line, sending the others in succession as rapidly as 
possible. The last player in the line when he receives the bean bag 
lays it on the floor in front of him ; and as each bean bag reaches 
him, he piles it on the first one, making a stack. Only the first 
bag must touch the floor. The stack must be able to stand with- 
out assistance, and the player who stacks the bags must have no 
help in his task. Should the bags fall over at any time, the player 
who stacked them must pick them up and pile them over again. 
The line scores one which first succeeds in getting all of its bags 
stacked. The last player, the one who stacked the bags, then 
carries them up to the front of the line and becomes the first passer 
for the next round of the game. 

The line wins which first scores five or ten, as may be decided 
beforehand. The play should be very rapid. 

BEAN BAG AND BASKET RELAY 

10 to 6o players. 

Schoolroom. 

Each player is provided with a bean bag. A waste-paper basket 
or a box is placed on the floor near the blackboard in front of each 



304 Bean Bags 

aisle. In line horizontally with the forward edge of each front 
desk, a chalk line is drawn on the floor at the end of each aisle, which 
serves as a throwing line, from which players throw their bean bags 
into the baskets. 

The game is a competition of skill rather than of speed. At a 
signal from the teacher, the first pupil in each row stands, places 
his toe even with the throwing line, and tosses his bean bag toward 
the basket. If the bag goes into the basket, it scores five. Should 
it lodge on the edge of the basket, it scores three. Should it fall 
outside, there is no score. 

As soon as these first players have thrown they return to their 
seats and the second row across the room steps forward and throws. 
This is continued until each player has thrown, and the line wins 
which has the highest score. There should be one score keeper for 
the entire game, who should draw a diagram on the board in which 
to write the score. 

BEAN BAG BOARD 

(Faba Gaba) 
2 to 50 or more players. 

Flay ground; gymnasium; schoolroom. 

This game consists in throwing bean bags through holes in an 
inclined board. The board should be preferably eighteen inches 
wide by three feet long. Near the lower end of it should be cut 
a square hole about the size of the bean bags. Higher up in the 
board a second hole about three inches larger should be cut. The 
board should be slanted by resting it against a wall or fence, or 
bracing one end of it in some other way, so that it is at an angle 
of about forty-five degrees. 

The players stand at a throwing line from ten to fifteen f.eet from 
the board. Each player has five bags — or five may be used for 
the entire group of players, the bags being recovered for each 
thrower in turn. A bag thrown into the larger hole counts five ; 
into the smaller hole ten. The player wins who first scores one 
hundred. 

Where there are a large number of players, it is desirable to have 
more than one board, so that the players may be divided into several 
groups and make the game more rapid. 



Bean Bags 305 

BEAN BAG BOX 

2 to 20 or more players. 

Flay ground; gymnasium; schoolroom, 

A small box measuring not less than six inches square should be 
fastened inside of one about twice the size and that in a third, 
leaving at least six inches margin between the boxes. This is 
set up on a slight incline with a stone or other object under its 
further end, or tipped up against the wall. From ten to twenty feet 
away from this a throwing line is drawn. Each player is provided 
with five bean bags and takes his place in turn on the throwing line, 
throwing all five bags at each turn. A bag thrown into the smallest 
box scores five points, one into the middle box ten points, and into 
the outside box fifteen points. The player who first scores one 
hundred wins. 

This is a very popular game, and the paraphernalia for it may be 
easily improvised. 

BEAN BAG CIRCLE TOSS 

10 to JO or more players. 
Gymnasium; playground; schoolroom. 
Bean bags ; balls. 

There should be a bean bag for each of the players except one. 
All of the players form a circle, separated from each other by a 
small space. At a signal from a leader, each player turns toward 
his right-hand neighbor and tosses his bean bag to him, turning at 
once to receive the bag which is coming to him from the left. The 
game should move rapidly, but of course this is a matter of skill and 
may have to be acquired. With very little children it may be advis- 
able to first play the game with a fewer number of bean bags, till 
they grow accustomed to tossing and turning quickly to catch. 
Balls may be used instead of bean bags if desired. 

When the tossing has gone once or twice around the circle to the 
right, the direction should be changed to the left. It is well to have 
one of the bean bags of a different color from the others, so as to 
know when the circle has been completed. Any player failing to 
catch a bag must pick it up and toss it regularly to his neighbor. 



3o6 Bean Bags 

BEAN BAG RING THROW 

10 to 60 or more players. 

Playground; seashore; gymnasium; schoolroom. 

Bean hags; blocks of wood; stones; shells. 

This game may be played with bean bags, or when out of doors, 
especially at the seashore, with small blocks of wood, stones or 
shells. The players should be divided into groups of equal num- 
bers, which compete against each other. A small ring should be 
drawn on the ground or floor measuring from twelve to eighteen 
inches in diameter, one ring opposite each group of players, who 
should be lined up in single file. The leader of each row should toe 
a starting line drawn across the ground at from ten to fifteen feet 
from the row of circles. Each row should be provided with six 
bean bags or other objects for throwing, as indicated above. 

At a signal, the leader of each row throws each of his bags in 
succession toward the circle, and scores one point for each bag that 
lands within the circle. Any bag that touches the line does not 
count. The player then takes up his bags and runs back to the 
rear of the line, giving the bags as he passes to the front playqr of 
his row, who should have moved up to the starting line. These 
second players, in turn, all begin throwing on a signal. The line 
wins which has the highest score when all have thrown. 

It is advisable to have some one to act as scorer for all of the 
lines ; though it is practicable for the first player in each line to 
act as scorer for his line. 

IN THE SCHOOLROOM. — When this game is played in the school- 
room a circle should be drawnon the floor near the front blackboard 
opposite each aisle ; across the end of each aisle, and even with the 
front row of desks, should be drawn a throwing line. The game 
should start with the six bean bags on each front desk. At a signal 
the front pupil in each row steps forward to the throwing line and 
throws the six bags in succession for his circle. Each bag tha.t 
lands fully within the circle scores one point for him. No score is 
made for a bag that touches a line. He then steps to the black- 
board in front of his aisle, and writes down his score ; then gathers 
up the bags, places them on the front desk, and takes his seat. 
When he is seated the player next behind him steps forward to the 



Bean Bags 307 

throwing line and repeats the play; or, if desired, the next row of 
players across the room may wait for the teacher's signal for doing 
this, as the game is played for a score and not on time limits. 

The row wins which has the highest score when each of its 
players has thrown. 

CATCH BASKET 

10 to 60 players. 

Schoolroom. 

Bean bags; gas ball. 

The class stands in a circle around the room, each half constituting 
a team with a leader at one end. On a desk in the center of the 
room is placed a waste-paper basket. The game consists in throw- 
ing a bean bag or a ball (large, light gas ball preferable) into the 
basket, the teams alternating their turns. There is no interference, 
but an umpire stands in the center who returns the ball to the 
next player after each throw. The leaders throw first and each 
player in turn thereafter. Each time the ball lodges in the basket 
it scores one for the team throwing. A bean bag lodged on the edge 
of the basket scores as a goal. A player may throw but once at 
each turn. The game may be limited by time,. the team winning 
which has the highest score at the end of ten or fifteen minutes; 
or it may end when each player has had a turn. The former 
method leads to quicker and more expert play, which should be 
encouraged. 

CRISS-CROSS GOAL 

10 to 60 players. 

Schoolroom. 

The class is divided into two teams. Each team is divided 
into two lines, which stand facing each other, as shown in the 
diagram. 

A waste basket is placed on the teacher's desk or hung higher if 
possible in the front of the room. Each team has one bean bag. 

Player No. i holds the bean bag in each team. 

At a signal each No. i tosses his bag to No. 2, No. 2 to No. 3, 
and so it continues to pass in a zigzag line till it reaches No. 14. 
No. 14, on receiving the bag, tries to throw it into the basket. If he 
misses, he runs forward, picks up the bag, runs back to his place. 



3o8 



Bean Bags 



and tries again; he continues trying until he or his opponent 
gets a bag in, which event finishes the inning. 

The team in which No. 14 first receives the bag, scores three 
points ; and the team making the goal first scores one ; so one team 
may score four, or one three, and the other one, point. The team 
wins which has the highest score at the end of the playing time. 



DIAGRAM FOR CRISS-CROSS BEAN BAG 

REAR OF ROOM 

20 TEAM1 01 XI TEAM 2 ^2 


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Criss-cross Goal 

If the distance from the basket seems too long, No. 14 may come 
forward a given distance to a chalk line and throw from that. 

In order to pass around the privilege of throwing goal, the goal 
thrower in one game passes down to the other end of the line, the 
line moves up one place, and the next player in order throws for the 
goal in the next game. When every one in one line has thrown for 
goal, the privilege passes to the other line. 

Sometimes it is necessary to have umpires to watch for fouls, such 
as skipping a player in passing the bag. 

This game was originated by Dr. J. Anna Norris and received honorable 
mention in a competition for schoolroom games conducted by the Girls' Branch 
of the Public Schools Athletic League of New York City in 1906. It is here 
published by kind permission of the author, and of the Girls' Branch, and of 
Messrs. A. G. Spalding & Brothers, publishers of the handbook in which the 
game first appeared. 



Bean Bags 309 

VDESK RELAY 

20 to 60 players, I 

Schoolroom. 
Bean bags. 

The pupils sit on their desks facing the rear of the room and 
with the toes caught under the seats. The rear player on each 
line holds a bean bag. At a signal, the bag is passed over the head 
backward to the next player, who in turn passes it, and so on until 
it reaches the player at the front, who jumps down from the desk 
and hops on one foot to the rear of the room. As soon as this 
player has reached the rear seat, all the players in the line stand 
and move forward one desk. The rear player takes the desk thus 
vacated and starts the bean bag again. 

The line wins whose bean bag first reaches the front of the room 
after the pupils have all changed seats imtil original places are 
resumed. 

The teacher should indicate which foot is to be used in hopping, 
so that in successive playing of the game, each pupil will hop 
alternately on the right and left foot. 

This game was originated by Mr. James J. Jardine of New York City, and 
received honorable mention in a competition for schoolroom games conducted 
by the Girls' Branch of the Public Schools Athletic League of New York City 
in 1906. It is here published by kind permission of the author, and of the 
Girls' Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the 
handbook in which the game first appeared. 

FETCH AND CARRY 

10 to 60 players. 

Schoolroom; playground. 

Bean bags. 

Each pupil is provided with a bean bag. A circle about fifteen 
inches in diameter is drawn with chalk on the floor directly in front 
of each aisle and close up to the front blackboard. At a signal 
from the teacher the first pupil in each row of seats runs forward, 
places his bean bag in the circle in front of his aisle, and runs back 



310 



Bean Bags 



to his seat. As soon as he is in his seat, the pupil back of him runs 
forward, places his bean bag in the circle, and returns to his seat. 

This is continued until every pupil 
in the row has deposited his bean 
bag, the signal for each player to 
start being the seating of the player 
in front. The row which gets all 
of its bags first into the circle wins, 
and scores one. 

The play is then reversed. The 
last player in each row runs for- 
ward, picks up a bean bag, and 
returns to his seat. As he sits, he 
touches the player in front on the 
shoulder, who then starts forward, 
but must wait for this signal. The 
row which first gets back to its seats, 
each player with a bean bag, wins and scores one. 

As in all schoolroom games in which the players run through the 
aisles, those who are seated must be very careful to keep their feet 
under their desks, and never to start before the proper signal is 
given for their turn. 



I i^ r ! 

i I i i 



Fetch and Carry Relay 



HAND OVER HEAD BEAN BAG 

10 to 60 players. 
Schoolroom. 

This is a relay passing race, the different rows of pupils competing 
with each other in passing bean bags backward over the head. 

The players should all be seated, there being the same number 
in each row of seats. On each front desk a bean bag should be 
laid. At a signal the first player in each row lifts the bean bag 
over his head and drops it (it should not be thrown) toward the 
desk behind him, immediately clasping his hands on his own desk. 
The next player catches or picks up the bean bag from his desk 
and passes it backward in the same manner. It is thus passed 
quickly to the rear of the line. When the last pupil receives it, 
he runs forward at once to the front of the line. As soon as he 



Bean Bags 311 

reaches the front desk, the entire row of players move backward 
one seat, and the player who ran forward takes the front seat, im- 
mediately passing the bag backward to the player next behind him. 
The play thus continues until the original occupant of the front 
seat has again returned to it. Immediately that he is seated, he 
should hold the bean bag up with outstretched arm, as a signal 
that his row has finished. The row wins whose leader first does 
this. 

JUMP THE BEAN BAG 

10 to 60 players. 
Schoolroom. 

The class is divided into two equal divisions or teams. The 
teams stand in opposite outside aisles and face the center of the 
room. The game consists in a contest between the two divisions 
as to which shall finish first in the following relay, here described 
for one team. 

The leader at the head or front of the line, having the bean bag 
in his hand, runs down the first aisle toward the rear, places the 
bean bag on the center seat of the row to his left (second row from 
standing line) , vaults over the seat, and runs up the next aisle to 
the front of the room and so to the head of his division. He tags 
the player standing at the head of the line and passes behind the 
line to the rear, taking his place at the foot. 

The player who has been tagged at the head of the line imme- 
diately runs down the first aisle, takes the bean bag from the seat, 
vaults over the seat, and passes down the next aisle to the rear of 
the room, and so to the foot of his line. He hands the bean bag 
to the player next to him, who passes it to his neighbor, and so it 
is passed up to the head of the line. 

The player at the head of the line, immediately upon receiving 
the bean bag, runs down the first aisle, places it on the seat, vaults 
over the seat to the next aisle, and so to the head of his line, where 
he tags the player who has moved up to his place. 

The game thus consists in an alternate placing and taking of 
the bag from the seat. The player who places the bag returns 
to the head of the line to tag the player standing there, and then 



312 Bean Bags 

passes behind the line to the foot ; the player taking the bean bag 
returns to the rear of his line and passes the bean bag up the line. 
The division whose original leader first gets back to his starting 
place wins the game. 

This game was originated by Miss Alice R. Young of Brooklyn, N.Y., and 
received honorable mention in a competition for schoolroom games conducted 
by the Girls' Branch of the Public Schools Athletic League of New York City 
in 1906. It is here published by the kind permission of the author, and of 
the Girls' Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the 
handbook in which the game first appeared. 



PASSING RELAYS 

There are several forms of this game, some of which are suited only to 
young children ; others may be full of sport and interest for adults. The games 
may be adapted to comparatively small numbers or very large numbers. Several 
passing races will be found among the ball games. For bean bags, see : — 

Bag Pile. 

Passing Race. 

Pass and Toss Relay (single line). 

Pass and Toss Relay (double line). 



PASSING RACE 

10 to 100 players. 

Playground; gymnasium; schoolroom. 
Bean hags; dumb-hells. 

The players stand in ranks, and bags are passed from one to 
another player down each line, starting on a signal for the first 
bag. Each rank should have about ten bags. The line wins 
which finishes first ; that is, passes all of its bags to the end of the 
line. 

The game may be varied by having each player pass the bags 
from one hand to the other before handing it to his neighbor, or 
by raising the bags overhead, or touching them to the floor, first 
with one hand, then with the other, before passing. 

This makes an especially interesting game when dumb-bells are 
used instead of bean bags, as they are harder to pass. 



Bean Bags 313 

PASS AND TOSS RELAY (SINGLE LINE) 

16 to 60 players. 

Gymnasium; playground; schoolroom. 

Bean bags; oat sacks. 

The players stand in two or more even ranks, facing sideways. 
The players at either end step one long pace forward of the ranks, 
to the points marked i and 10 respectively, as they are to catch 
the bag tossed from some other player. Player Number One has 
a bag and at the signal for starting runs toward the rear, and as 
he runs tosses the bag to Number Ten. The line immediately 
moves forward one place. Number Two 'stepping into the place 
vacated by Number One. As soon as Number Ten has caught the 



Pass and Toss Relay (Single Line) 

bag, he takes his place in line with the rank and passes the bag to his 
next neighbor, Number Nine. The bag is then passed rapidly up the 
line until it is received by Number Three, who tosses it to Number 
Two. Number Two, in his turn, as soon as he receives the bag, 
dashes for the rear, tossing the bag as he goes to the player standing 
at 10, who in this instance will be Number One. The line again 
moves up. Number Three now stepping out to the place marked i. 
This play is continued until Number One is back in his original 
position. The rank which first gets the bag around to Number 
One after he returns to his original position wins the game. Num- 
ber One should hold the bag up at arm's length as soon as he gets it 
as a signal that his rank has completed its play. As this feature 
adds much to the facility with which an umpire may judge of the 
winning rank, it may well be a required part of the play, the rank 
winning whose Number One is first to raise aloft his bag. 

It adds much to the interest of the game to have a general umpire and score- 
keeper who shall decide which is the winning line, and post the score where the 
players may see it. 



SH 



Bean Bags 



PASS AND TOSS RELAY (DOUBLE LINE) 

i6 to 60 players. 

Playground; gymnasium; schoolroom. 

Bean bags; oat sacks. 

The players are divided into two equal groups which compete 
against each other. Each group is divided into two lines or ranks 
which stand facing each other. There 
should be from ten to twenty feet of space 
between the two ranks. 

The game consists of passing a bean 
bag up one of these lines to the end, when 
the last player runs across to the opposite 
line, tossing the bag as he goes to the end 
man in that line, who catches it and passes 
it down the line. The same play is per- 
formed at the other end, the last player 
running across to the opposite line, tossing 
the bag as he goes to the last player there. 
The lines move up or down one place each 
time a player runs across to the opposite 
rank. The game in detail will be as 
follows : — 

Number One has a bag, and at a signal 
passes it down the line to Number Eight, 
who runs across toward Number Nine, 
tossing the bag to Number Nine as he 
does so. It must be tossed before he 
has gone halfway across the space between. Number Nine 
immediately passes the bag to Number Ten, and so on up 
the line to the last player, Number Sixteen. The moment 
that he receives the bag, he runs across toward Number 
One in the opposite rank, making a running toss as he 
does so. At the same time the entire line from Nine to 
Fifteen moves up one place to make room for Number 
Eight, who should take his place at the foot of the line next to 
Number Nine. As soon as Number One receives the bag, he 



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Bean Bags 315 

passes it down the line to his neighbor, Number Two, and so on 
till it reaches the end of the line, which at the same time should 
be moving down one place to make room for Number Sixteen, 
who should take his place at the head of the line next beyond 
Number One. 

This play is repeated until Number One reaches his original 
position again, and the bag is passed to him there. Immediately 
on receiving it, he should lift it high, as a signal that the play is 
completed in his group. The group wins whose first player is first 
to do this. 

The game may be made a little more definite by Number One 
having some distinguishing mark, as a handkerchief, tied on his 
arm. 

When players have some proficiency in the game, as prescribed, 
they may play with two bags instead of one, keeping both in play 
at once. In this form of the game the diagonal opposites start 
each a bag at the same time, that is, Number One and Number 
Nine. The game becomes thus just twice as rapid. The team wins 
whose Numbers One and Nine first succeed in both returning to 
their original positions, where they should hold the bags aloft. 

A score should be kept, each team scoring two points for winning 
a game and one point for every time that its opponents' bags touch 
the floor, either through poor throwing or bad catching. 

The writer is indebted to Mr. Chesley's Indoor and Outdoor Gymnastic Games 
for several points of description or of play for this game. Mr. Chesley has 
found it a very interesting gymnasium game, with possibilities for much sport 
and skill. 

TARGET TOSS 

10 to 60 players. 

Playground; seashore; gymnasium; schoolroom. 

Bean bags ; stones; shells. 

Three concentric circles should be drawn on the ground or floor, 
after the idea of a target. Their size will depend somewhat on the 
skill of the players, but for the youngest players the inner circle 
should be not more than two feet in diameter and the outer circle 
six feet in diameter. For those more skilled, smaller circles may be 
used. From ten to thirty feet from the outer rim of the largest 



3i6 Bean Bags 

circle a straight line is drawn on the ground, to serve as a throwing 
line. Where there is a small number of players, all may use one 
target. Where there is a large number, several targets should be 
drawn and the players divided into as many groups. Each group 
has three bean bags, or if out of doors, small blocks of wood, stones, 
or shells may be used. Each player throws in turn, throwing each 
of the three bags or other objects at each turn. The thrower 
stands with his toe on the throwing line and tosses a bag toward 
the target. If the bag stops within the center circle, it scores fifteen 
points ; if between the center circle and the next larger one, it scores 
ten points; and if between the middle circle and the largest or 
outer one, it scores five points. For very little children a bag that 
lands on a line may score for the larger circle which it touches. 
For more expert players, a bag landing on a line does not score at 
all. The player wins who has the highest score in five rounds of 
the game. 

TEACHER AND CLASS 

5 to 60 players. 

Playground; gymnasium; class room. 

Bean hags ; halls. 

This game may be played with either bean bags or balls, and is 
one of the simplest and earliest tossing games, being generally 
used when pupils are first acquiring skill in handling a ball. With 
very rapid play and greater distance between the "teacher" and 
the "class," it may become very interesting, however, for older 
players. 

One player is chosen for the "teacher." The others stand in 
a line side by side, facing her, at an interval of from five to twenty 
feet. Where there are many players, there should be several groups 
of this kind, with a distinct interval between groups to avoid mis- 
takes or confusion. It is desirable to have from six to ten players 
for each "teacher." 

The teacher starts the game by tossing the ball to each pupil in 
turn, and it is immediately tossed back to her. Each pupil missing 
goes to the foot of the line. If the teacher misses, the player at 
the head of the line takes her place, the teacher going to the foot. 
The action should be as rapid as possible. 



Bean Bags 



317 



VAULTING RELAY 

10 to 60 players. 

Schoolroom. 

Bean Bags. 

The players stand in line in the aisles between the desks, all 
facing to the right or left (facing open windows preferred). The 
first player at the front of each line will hold a bean bag in his 
right hand, if facing left, or in his left hand, if facing right. At 
the command "Start!" the bean bag must be passed toward the 
rear to each player, in turn, until the player at the end of the line 



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Vaulting Relay 

receives it. Each player, after passing the bean bag, must place 
one hand on his desk and the other on the back of his chair, jump 
over his chair, turn, jump back again, and take his position in the 
aisle by the next seat, moving back one seat toward the rear of the 
line each time the bean bag has been passed, and so on until he 
returns to his place in line. The player receiving the bean bag at 
the end of the line must run to the head of the line, as shown in the 
diagram, and pass the bag to the next player. This continues until 
each player returns to his place in line. The line wins whose 
original leader first gets back to his own place. 

This game was originated by Mr. James J. Jardine, of New York City, 
and received honorable mention in a competition for schoolroom games con- 
ducted by the Girls' Branch of the Public Schools Athletic League of New York 
City in 1906. It is here published by the kind permission of the author, and 
of the Girls' Branch, and of Messrs. A. G. Spalding & Brothers, publishers of 
the handbook in which the game first appeared. 



3i8 Bean Bags 



BALL GAMES SUITABLE FOR BEAN BAGS 



All run 

Arch Ball 

Ball Chase 

Ball Puss 

Ball Tag 

Call Ball 

Center Catch Ball 

Circle Ball - 

Club Bowls 

Center Club Bowls 
„— 4^ircle Club Bowls 

Line Club Bowls (Single) 
Line Club Bowls (Double) 

Corner Spry 

Dead Ball 

Dodge Ball 

Home Run 



Line Ball 
^. ^ . ..Q^^ er and Under Relay ^^^ 
)vertake 
Pig in a Hole 
Ring Call Ball 
Roley Poley 
Round Ball 
Russian Hole Ball 
Schoolroom Dodge Ball 
Spud 

Stride Ball 
Toss Ball 
Tree Ball 
.Zigzag Games 
^^.^ircle Zigzag ^' 
•-"""^ Line Zigzag I, II, III 
Zigzag Overhead Toss 



1 



BALL GAMES 



BALL GAMES 

/^ ALL RUN 

10 to JO or more players, j 
Playground; gymnasium. 
Hand hall; bean bag. 

This game is played with a hand ball or basket ball and is a 
gymnasium adaptation of the wall ball game known as ^'Burley 
Whush" or "Ball Stand." 

A square is drawn on the ground or floor. All of the players 
gather within this, including one who holds the ball. The 
ball man throws the ball in the air, whereupon all of the other 
players run in any direction as far as they can. The thrower 
remains on his place, catches the ball, and as he does so cries 
"Hold !" Upon hearing this, all of the others must instantly stop 
running. The thrower then aims his ball at one of these other 
players, and if he succeeds in hitting him, the player hit must 
change places with the thrower. Should he miss, all of the players 
return to the square and the same thrower takes another trial. 
Should he miss hitting a player a second time, he must be "court 
martialed," i.e. stand twenty feet from the square with his back 
turned to the players congregated there, who pelt him with their 
balls, each one having one throw. 

ARCH BALL 

10 to 100 players. 

Playground; gymnasium; schoolroom. 

Basket ball; bean bag; oat sack; any substitute. 

This game is very similar to Pass Ball, but is here described 
under another name, as it differs from Pass Ball in (i) not having 
Y 321 



322 



Ball Games 



the run to a goal line ; (2) admitting of variations, as in the passing 
of several articles; (3) being comparatively informal without the 
scoring of fouls and other strict observance of rules that class 
Pass Ball with athletic events. 

The players line up in two or more single files, which compete 
with each other, and must therefore contain an equal number of 
players. The captain or leader of each file toes a line drawn 



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across the ground and holds a basket ball (a bean bag or other 
object may be used). At a given signal he passes the ball back- 
ward over his head to the player next behind, who in turn passes 
it backward as rapidly as possible, and so on until it reaches the 
last player in the line. He at once runs forward, carrying the ball 
to the front of the line, which moves backward one place to make 
room for him. He toes the line and passes the ball backward 
over his head. The play continues until the captain reaches 
the end of the line, and runs forward with the ball to his original 
place at the head of the file. As he takes his place there, he holds 
the ball aloft as a signal that he has finished. The file wins whose 
captain is the first to return to his place. 

The game may be made very enlivening by passing several articles 
in rapid succession, each of a different and contrasting character, 
such as a basket ball, tennis ball, Indian club, heavy medicine ball, 
bean bag, light dumb-bell, three- or five-pound iron dumb-bell, etc. 
In this form of the game the last player must accumulate all of the 



Ball Games 323 

articles before running forward with them, or the score may be 
made on the arrival of the last article at the rear of the line. 

FOR THE SCHOOLROOM. — See also Hand over head bean hag, in 
which the entire class plays at once. 

The players raise their seats where this is possible, and stand 
between the desk and the seat. Where the seats cannot be raised, 
the players may sit in the seats or on the desks. An even number 
of players should be in each line, and only alternate lines play 
simultaneously, so as to leave clear the necessary aisle space for 
running. Those at the front of the lines should hold a ball or any 
substitute for passing backward over the head, such as a bean bag, 
eraser, foot rule, or book. At a given signal the object is passed 
backward over the head to the next player in the rear, who in turn 
passes it backward, and so on down the line until the last player 
receives it. He runs forward on the n^/i^hand side of his desk 
to the first seat. At the same time the other players in his row 
step into the aisle at the left of the desks and move backward one 
place. The line wins whose original leader first gets back to the 
front. 

As in all games in the schoolroom in which part of the players 
are seated while others run, care should be taken that there are no 
feet in the aisle over which the runners might trip. 



ARCH GOAL BALL 

10 to 60 players. 

Playground; gymnasium. 

Basket hall. 

The players are divided into groups, and line up in single file 
in two or more lines facing a basket ball goal or any substitute. 
Each line has a basket ball. At a signal each leader passes the 
ball backward overhead, the next player catches it and passes it 
in the same way, and so on to the end of the line. When the last 
player receives the ball, he runs forward and tries to throw it into 



324 Ball Games 

the basket, standing on a line marked from five to ten feet from the 
goal. He is allowed but one throw, when he quickly takes his 
place at the front of his line (which moves backward one place to 
make room for him) , and at once passes the ball backward overhead. 
The last player, in turn, runs forward, throws for goal, etc. This 
is repeated until each player in a line has thrown for the goal. 
Each goal made scores two points for the team. The team wins 
which has the highest score when all of the players have thrown. 
This may also be played on time. Then each player throws 
until he succeeds in getting the ball into the basket. The team wins 
whose last man finishes first. 



/ BALL CHASE 



4 to 20 players. 
Playground; gymnasium. 
Hand ball or substitute. 

A row of caps is set against a wall or fence, or a series of holes 
dug in the ground. At a point ten or twenty feet from these all of 
the players stand, and one selected as thrower throws a ball into 
one of the caps or holes. Any substitute may be used for a ball, 
such as a small block of wood or a stone. Should he miss, he 
repeats the throw until he succeeds. As soon as a ball lands in 
a cap, the owner of the cap runs away, and all of the others chase 
him until caught. 

It will be seen that this game may best be played where there 
is opportunity for considerable dodging around and behind ob- 
stacles. The player being chased is exempt if he can get back to 
his own cap before being caught by the others. If caught, how- 
ever, he becomes thrower for the next round; otherwise the first 
thrower continues in that position. 

In a gymnasium a series of circles may be drawn on the floor 
in place of the holes or caps, and a bean bag tossed into them. 

BALL DRILL 

(See Hand Ball Drill and Wall Ball Drill.) 



Ball Games 325 

.BALLOON BALL ^ 

10 to 60 players. 

Schoolroom. 
Inflated balloon. 

There are two goals, each consisting of a string stretched on 
opposite sides of the room from front to rear, at a height of six 
feet. There may be any number of players, who are divided 
into two teams. 

The teams are seated in alternate rows. The A's represent the 
players on one team, the B's the players on the opposing team. 
The balloon is thrown in the air in the center by the teacher, and 
the players of both teams strike it with open hand. 

Object. — The players of team A try to bat the balloon over 
goal A; the players of team B try to send it over goal B. 

Fouls. — Fouls are called for the following : — 

Standing more than half erect. 
Leaving seat entirely. 
Raising desk (if movable). 
Striking ball with clinched hand. 

Score. — Each goal made counts two points. One point is also 
awarded to the opposing team for each foul. 

This game may be varied by having a goal keeper for each team 
whose duty shall be to prevent the balloon from crossing his or her 
goal line. This goal keeper should stand, and should have a free 
use of the aisle in front of the goal. 

This game was originated by Mr. Henry J. Silverman of New York City, 
and submitted in a competition for schoolroom games conducted by the Girls' 
Branch of the Public Schools Athletic League of New York City in 1906. 
This game was one that received honorable mention, and is here published by 
the kind permission of the author, and of the Girls' Branch, and of Messrs. 
A. G. Spalding & Brothers, who published the handbook in which the game 
first appeared. 



326 



Ball Games 



BALLOON GOAL 

10 to 100 players. 

Schoolroom; parlor; gymnasium. 

Inflated balloon. 

The game is played with two toy balloons, preferably twelve 
inches in diameter, one red and one blue, which are struck with the 
open hand only. When the gas of the balloon is exhausted, the 

rubber bag may be re- 
filled with the breath, 
when it will be found 
still to float sufficiently 
in the air for the pur- 
poses of the game. 

The class is divided 
into two teams, pref- 
erably designated by 
colors corresponding 
to the balls, worn on 
the arm or otherwise. 
The teams are as- 
signed by rows across 
the room from side to 
side, the first row of 
pupils belonging to the 
red team, the second to 
the blue, the third to the red, etc. Four goals are formed by stretch- 
ing a tape diagonally across each of the four corners of the room about 
five feet from the floor, the goals in the diagonally opposite corners 
having the same colors, two of red and two of blue. The game 
consists in hitting the balloon with the open hand so that it will float 
down behind a goal tape, the red balloon scoring when it enters the 
red goals, and the blue balloon when it enters the blue goals. There 
are no goal guards, but it is the object of all players belonging to 
the red team to get the red balloon into the red goals, and of the 
blue team to keep it out. Similarly, the object of the blue team 
is to get the blue balloon into the blue goals and of the red team 
to keep it out. 



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BLUE TEAW 
























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V 








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f 



Balloon Goal 



Ball Games 327 

The game starts by the teacher putting the balloons in play 
by tossing them up in the center of the room, when each side im- 
mediately begins to play for them. It has been found that with 
two balloons and four goals, and the interference offered by fixed 
seats and desks, it is unnecessary to limit the players to any given 
area. This, however, may be done should play become rough. 

A score keeper scores one for each team making a goal with its 
balloon, but the game continues without interruption, the balloon 
being at once put in play again by the teacher. 

A fifteen-minute game should be divided into at least three periods, 
the teacher signaling for a rest at the end of each five minutes. 

This game is admirable for the parlor, and may also be played in 
the gymnasium or playground. 

This game was originated by Mr. Max Liebgold of New York City, and re- 
ceived the prize offered by Mrs. Henry Siegel in the competition for schoolroom 
games conducted by the Girls' Branch of the Public Schools Athletic League 
of New York City in 1906. The game is here published by the kind permission 
of the author, and of the Girls' Branch, and of Messrs. A. G. Spalding & Broth- 
ers, who publish the handbook in which the game first appeared. 

BALL PUSS 

5 to JO or more players. 

Playground; gymnasium; schoolroom. 

Gas hall; basket hall; hand hall; bean hag. 

This is a form of ball tag. In it each player chooses a home or 
corner, as in Puss in the Corner, or Home Tag. When played out 
of doors, trees may be used for this purpose; in a gymnasium, 
pillars or different pieces of apparatus; in the schoolroom, the 
corners of the room, the front and rear corner desks, the teacher's 
desk, the radiator, or any other objective points. The players who 
are so stationed beckon to each other to exchange places, and as they 
run from one place to another the one who is It tries to hit them 
with the ball. Any one so hit changes places with the one who is It. 

As in all ball-tag games, either a ball or bean bag may be used. 
If played in the schoolroom, a light gas ball should be used ; else- 
where, anything from a light-weight hand ball to a basket ball would 
be suitable. Hard balls should be avoided. 



328 Ball Games 

Where there are many playing, it is advisable to have two or 
three who take the part of thrower or Puss (It) , in which case there 
will be two or three balls or bean bags in play at the same time, 
and the game is made more rapid. 



BALL STAND 

(Burley Whush) 
5 to 20 players. 

Out of doors; gymnasium. 

Hand hall; tennis hall. 

This game is started by tossing a ball against a wall or on the 
roof of a house from which it may roll back. The players all 
stand in a group or row, from ten to twenty feet from the wall. 
One of the number is chosen as thrower and tosses the ball as 
indicated, at the same moment calling the name of one of the other 
players. This player must dash forward and catch the ball before 
it strikes the ground, while at the same moment all of the other 
players run as far away as possible. Should the one called succeed 
in catching the ball, the players come back and the thrower throws 
again, calling the name of some other player. Should the one whose 
name is called fail, however, to catch the ball, he calls out " Stand !" 
upon which the others must stop in their flight. The ball man 
then picks up the ball, and from where he stands throws it in his 
turn at one of the players. Any player so hit calls out "Hit!" 
and becomes at once the ball man. The other players immedi- 
ately run again without returning to the wall, but stop as soon as 
the one hit calls "Stand!" which he must do upon picking up 
the ball. 

This is continued imtil the ball fails to hit one of the players, 
when all return to the original starting place, where the last thrower 
of the ball throws it against the wall and the game begins again. 

The players in their flight, the object of which of course is to 
diminish the chances of being hit by the ball, may run behind any 
obstacle, such as a bush or around the corner of a house, but in any 
such case must extend a hand so it shall be visible beyond this 
obstacle, that the ball man may still have an opportunity to hit them. 



Ball Games 329 

BALL TAG 

J to 60 players. 

Playground; gymnasium; schoolroom. 

Gas hall; bean hag; basket ball; hand ball. 

There are several forms of ball tag, each quite distinctive, and all interesting 
and making good games. A soft ball or bean bag should be used in all of these 
games, or with older players a basket ball or other large, comparatively light- 
weight ball. 

The players scatter promiscuously. One player, who is It, 
tries to hit one of the other players with a ball or bean bag. Any 
player thus hit becomes It and must try to tag others in the same 
way. When a player fails to hit one for whom he aims, the thrower 
must pick up his own ball or bag, except in the schoolroom, where 
the seats and desks interfere with this. There any adjacent player 
may pick up the ball and throw it back to the one who is It. Players 
may dodge in any way, as by stooping, jumping, or the usual side- 
ways movements. 

Where there are many playing, it is advisable to have two or 
three who take the part of thrower or It, in which case there will 
be two or three balls or bean bags in play at the same time, and the 
game is much more rapid. 

If played in the schoolroom, a light gas ball or bean bag should be 
used. Elsewhere, anything from a light-weight hand ball to a 
basket ball would be suitable. Hard balls should be avoided. 

BASKET BALL DISTANCE THROW 

10 to JO or more players. 

Playground; gymnasium. 

Basket ball. 

This is an interesting and simple athletic event, as well as a good game. 
It is especially useful for players drilling on the handling of the basket ball or 
shotput, and is a good substitute for shotput for girls. 

A full circle six feet in diameter is drawn on the ground. A 
heavy line is drawn across its center, which serves as a throwing 
line. The player stands in the circle and throws the basket ball 



33^ 



Ball Games 




Basket Ball 
Distance Throw 



from this throwing line toward other lines drawn in the throwing 
space as specified below, the ball scoring according to its landing 
in relation to these other lines. 

The lines drawn across the throwing 
space must be parallel with the throwing 
line in the circle. For players below the 
seventh year of the elementary school 
course (below twelve years of age) these 
three lines should be respectively twelve, 
eighteen, and twenty-seven feet from the 
forward edge of the circle. For players 
from the seventh and eighth year of the 
school course (that is, thirteen and four- 
teen years of age) these three lines should 
be respectively fifteen, twenty-one, and 
thirty-one feet from the forward edge of 
the circle. These measurements are for 
girls. For boys the longer distance given 
between lines will be found generally advisable, and they may 
even be increased. 

The players are divided into competing teams, the players of 
each team throwing in rapid succession. Each player has but 
one turn, unless the ball should strike some obstacle before touch- 
ing the ground, when another trial is allowed. A thrower must 
at the start stand in the circle and toe the throwing line, drawn 
across the center of the circle; in completing the throw he must 
not fall or step forward over the outer line of the circle in front 
of him. If at any part of the throw, from its start to finish, the 
thrower be out of the circle, it is considered a foul and does not 
score, the number of players in the team being counted as one less 
when the total or average is figured. The best form for throwing 
is that described for Battle Ball. 

For each throw to the first line (the twelve or fifteen foot line) 
or any point between it and the next line, a team scores one point. 
For each throw to the second line (the eighteen or twenty-one foot 
line), or between it and the next line, a team scores three points. 
For each throw to or beyond the third line (the twenty-seven or 
thirty-one foot line) a team scores five points. The team averaging 



Ball Games 331 

or adding the largest score wins first place in the event. If the 
number of players be not even, the score is decided by an average 
instead of by adding. Where several groups or teams are compet- 
ing, if there be a judge for each team and floor space for more 
than one diagram, two or more teams should throw at once. 

BATTLE BALL 

6 to 12 players. 

Playground; gymnasium. 

Basket hall; Indian clubs. 

This is one of the best and most interesting of the simpler team games. 
Briefly stated, it consists in trying to dislodge Indian clubs or tenpins placed 
at the rear of the enemies' territory. Players should be trained to cooperate 
and to understand the importance of each doing well his particular part. 
Playing into the hands of each other when necessary, as in passing the ball 
to good throwers, is one of the most important features of team work. 

GROUND. — A ground measuring about fifty feet long by 
twenty-five wide should be divided into two equal parts by a line 
across the center. The rear boundary of each half is the goal or 
club line on which the Indian clubs are placed. Above these club 
lines a cord or rope is stretched seven feet from the ground. 
This cord may be fastened to posts on either side of the ground, 
or jump standards may be used to support it. If desired, back 
stops may be placed across the ground at a distance of five feet 
beyond the club line and extending beyond the boundaries of the 
court on either side. 

Indian clubs or tenpins weighing two or three pounds are 
placed on the club line, there being one pair for each club 
guard. One pair of these clubs should be placed in the center 
of the line and one at each end of it three feet from the posts 
that hold the cord. The clubs of each pair should be separated 
by a distance of eighteen inches. 

TEAMS AND OFFICIALS. — The teams consist of from three 
to six players on each side, though five on a side is the most 
desirable number. The description of this game and the diagram 
assume five players to a team. Each team chooses a captain, 



332 



Ball Games 



who settles disputes (unless other officers be appointed for this 
purpose, as hereinafter stated), and who assigns places for the 
other players as he sees fit. He himself occupies any place he 
desires. 

Each team is divided into club guards and forwards. For five 
players there should be three club guards, each standing before a pair 

of clubs, and two forwards 
or throwers, who stand near 
the dividing line. In the 
placing of players it is de- 
sirable to place the best 
catchers as club guards and 
the best throwers as forwards. 
In addition to the team 
players, it is desirable to have 
a referee, two judges, and one 
or two scorers, though all 
these offices may be filled by 
the same person. 

The referee should keep 
time, should start the game, 
should announce scores and 
settle disputes. The judges, 
one for each side, should 
watch for fouls and report 
points made by their re- 
spective sides to their scorers. 
OBJECTS. — The objects of the game are (i) to knock over the 
opponents' clubs with the ball; (2) to make a goal by passing the 
ball beyond the opponents' club line under the string but not hitting 
the clubs. 

START. — The sides toss up for the ball or choose by drawing 
cuts (see chapter on "Counting out and Choosing Sides.") 

Whenever a ball goes out of bounds it should be returned to the 
captain of the opposite (catching) side by a player designated for 
the purpose. 

POINTS OF PLAY. — Successful play will come both from throw- 
ing and bowling the ball. The best way to throw or bowl the ball 




Battle Ball 



Ball Games 333 

is from the extended right arm, the ball being held on the wrist by 
bending the wrist upward and turning the hand inward over the 
ball. The right foot should be in the rear and at the start the trunk 
twisted toward the right. As the ball is thrown, the weight of the 
body should be changed to the forward leg and the body swung 
forward nearly half around from the waist toward the left. The 
best way to stop the ball is usually by blocking it with both arms ; 
but it may be blocked with the legs or the body. The ball may be 
tossed from player to player on the same side, either to get it into 
the hands of the best thrower or to mislead the opponents as to 
when it will be aimed at their clubs. Players may move about on 
their own side, but overstepping the boundary lines is a foul. 
Club guards should not get far away from their line of duty. 
The ball should be aimed at the clubs or at open spaces between 
players, not at the players themselves. 

FOULS. — It is a foul for a ball to pass above the cord drawn over 
the opponents' club line. Such a foul scores one for the defensive 
side. It is a foul for a thrower to step over the center line. For 
this the opponents score two points. It is a foul for a club to be 
overturned by a player on his own side. Each club so overturned 
scores five points for the opponents. 

SCORE. — Overturning an opponent's club with the ball scores 
five points. Passing the ball beyond the opponents' club line 
below the cord but without hitting the clubs scores three points. 

A ball passing between a pair of clubs scores ten. 

A ball passing between the legs of an opposing player scores ten. 

No score is made on a ball caught by the opponents. 

Fouls score as stated above. 

The game is played in ten or fifteen minute halves, with five 
minutes' intermission, the team winning which has the highest score 
at the end of the second half. 

It adds greatly to the interest of the game to post the score in 
sight of the players, on a blackboard, large paper, or other bulletin. 

This game was originated by Dr. Dudley A. Sargent. 



334 



Ball Games 



INDIAN CLUBS 



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BOMBARDMENT 

10 to 100 players. 

Playground; gymnasium. 

Basket ball; Indian clubs. 

This game resembles Battle Ball in that it consists in trying to 
overturn Indian clubs or tenpins set up in the opponents' court. 

The game differs from Battle Ball, 
however, in being feasible for a 
much larger number of players, and 
in being very much simpler in its 
form, not having the closer team 
organization or such a variety in 
points of scoring as Battle Ball. 
It may be made one of the liveli- 
est and most interesting games for 
large numbers of players. 

GROUND. —The ground is divided 
into two equal fields by a line across 
the center. At the rear of each 
ground a row of Indian clubs or 
tenpins is set up, there being the 
same number of pins as players.. 
Should the number of pins be so 
great as to require their being closer 
than two feet apart, a second row 
should be placed in front of the 
first, in such a way that each club 
stands opposite a space in the preceding row of clubs. 

PLAYERS. — The players are divided into two teams num- 
bering anywhere from five to fifty each. The players stand be- 
tween their clubs and the dividing line in any scattered formation. 
With a large number of players several balls should be put in play. 
OBJECT AND POINTS OF PLAY. — The object of the game is to 
knock down the opponents' clubs. Each player will therefore serve 
both as a guard to protect his clubs, and as a thrower. He may 
throw whenever he can secure a ball, there being no order in which 



'^ 



5? >; 



Bombardment 



Ball Games 335 

players should throw. Balls may be made to displace the oppo- 
nents' clubs by being thrown against the wall behind the clubs, so 
that they will rebound or carrom, knocking the clubs down from 
the rear. No player may step across the center line. The game is 
especially interesting when several balls are in play at once. 

SCORE. — Each club overturned scores one point for the side 
which knocked it down. Every club overturned by a player on 
his own side scores one for the opponents. The game is played 
in time limits of from ten to twenty minutes, the side winning 
which has the highest score at the end of that time. 



BOUNDARY BALL 

10 to 100 flayers. 

Flay ground'^ gymnasium. 

Basket hall. 

GROUND. — The ground should measure about twenty feet in 
width by forty in length, and should be divided in half by a line, 
marked across it. 

PLAYERS . — The players, numbering anywhere from ten to one 
hundred, are divided into two equal parties. Each party lines up 
on one side of the dividing line and about ten feet from it. 

OBJECT OF THE GAME. — The object of the game is to throw 
the ball over the opponents' rear boundary line, a party succeeding 
in doing this scoring a point. As each party lines up at the start 
ten feet from the center dividing line, it is possible for each to inter- 
cept the ball at the point of its line-up. Any players from the 
line, however, may run back of this line-up to prevent the ball from 
going over the rear boundary, and the point at which the ball is 
stopped by any such player indicates the point at which the party 
must line up for the next play. It therefore becomes a secondary 
object of the game to force one's adversaries back until they have 
reached their rear boundary line, where their chances for intercept- 
ing the ball are less than in a forward position, as their movements 
are more restricted. 

For instance, party A throws the ball at party B's boundary. 
The latter, by running backward several paces, succeeds in inter- 



33^ Ball Games 

cepting the ball at a distance of say five feet beyond its first line-up. 
The entire party then takes its stand on this new line and throws 
the ball at its opponents' boundary, trying to force them back in 
similar manner as far as possible to catch the ball. 

START. — The parties toss up for which side shall first have the 
ball. The ball is then given to the center player in the line, who 
makes the first throw. After this first throw the ball may be put 
in play by any player in a line. 

RULES AND POINTS OF PLAY. — Players may run forward of their 
first or succeeding line-up to catch the ball, but the line-up never 
comes forward of its first position. After a line has been forced 
backward, however, if the ball be caught anywhere between the 
last line-up and the first, the line moves forward to the new point. 
Should a ball roll on the ground, the point at which it stops rolling, 
or is stopped by the players trying to catch it, indicates the line 
at which they must take their stand. No ball scores a point, how- 
ever, which rolls beyond the rear boundary line. When a party has 
been forced back to its rear boundary line, it must stand on that 
line thereafter, unless it should succeed in stopping the ball for- 
ward of that line, when it may move forward to the new position. 
No player may step over the boundary line. 

SCORE. — One point is scored by the throwing party every time 
a ball is thrown beyond the opponents' rear boundary line. Five 
points constitute a game. 

BOUND BALL 

10 to JO players. 

Playground; gymnasium. 
Tennis ball; hand ball. 

This game somewhat resembles tennis, but is played over a 
lower dividing line, and the ball is batted with the hand instead of 
with a racket; it is always played from a bound, never ''on the 
fly." 

GROUND. — Boundary lines for the entire court should be out- 
lined, measuring about fifty feet in length by twenty-five in width, 
though these dimensions are not invariable, The ground is then 



/ 



Ball Games 337 

divided by a line into two equal parts. In a gymnasium balance 
beams may be set up for this purpose. Out of doors a board or log 
may be used, or the mere drawing of a line on the ground will suffice 

PLAYERS. — The players are divided into two equal parties which 
take their places on either side of the dividing line, scattered over 
their respective courts without regular formation. 

OBJECT. — The game consists in batting a tennis or hand ball 
with the hand from one side to the other of the dividing line, after 
it has first bounded in one's own territory. 

START. — The leader of the game, or any player on either side, 
puts the ball in play by throwing it among the players of the 
opposite side. Whoever catches the ball acts as the first server. 
The server serves by bounding the ball once and then hitting or 
batting it with the open palm on the rebound, so that it will go 
over into the opponents' court. Should a served ball fail to rebound 
in the antagonists' court, it is returned to the party from which it 
came, that they may have a second trial. One player continues 
to serve until his side scores five, when the ball is thrown to the 
opponents. The players on a side serve in rotation. 

RULES AND POINTS OF PLAY. — In returning a serve or keeping 
the ball in play at any time, it may be bounced any number of 
times before being sent into the opponents' court. The one essen- 
tial point is that it should be kept bounding, a ball that is dead 
being thrown back to the server. In bounding the ball it 
must always be hit or batted from the upper side with the palm 
of the hand. Should the ball bound very low so as to give slight 
opportunity for batting into the opponents' court, a player may 
coax it to a higher point before batting. A ball may also be worked 
forward or to any advantageous point of the ground by bounding or 
*' dribbling " in this way before batting it. Whenever a ball enters a 
court, any member of the party on that side may play upon it. 
The players in each court will naturally scatter to be ready to receive 
the ball. Players will use in this game many points of tennis, such as 
sending the ball into the opponents' territory with a long glancing 
stroke, which may make it bound unexpectedly toward the rear 
of the opponents' court ; or on the contrary, with a small bound that 
shall just barely cross the line. A ball going out of bounds is out 
of play, and must be returned to the server unless it should rebound 



33^ Ball Games 

in the court for which it was intended, when it should still be 
considered in play. 

SCORE. — The score is entirely for a defensive game, being 
wholly on the opponents' failures. If desired, the score may be the 
same as in tennis, but is generally as follows : — 

One point is scored for {a) failure to strike the ball as directed 
(from above with the open palm) ; {h) failure to bound the ball 
before sending it into the opponents' ground ; {c) failure to return a 
good serve or play. 

BOWL BALL 
(See Center Club Bowls, Circle Club Bowls, and Line Club Bowls.) 

SCALL BALL 

(See also Rini Call Ball, Ball Stand, and Spud.) 
10 to JO or more players. 
Playground; gymnasium. 
Hand ball. 

The players are numbered and scatter promiscuously over the 
playground or gymnasium. One tosses a ball, at the same time 
calling the number of some other player. This player must run 
forward and catch the ball before it has bounded more than once. 
Any player who is successful in this takes the place of the first 
tosser. Any player who fails rejoins the others, but three failures 
put him out of the game. For large numbers it is well to have 
two balls, tossed by two different players. 

The one who is tossing the ball will add much to the interest of 
the game by calling the names of players who are at a consider- 
able distance from the ball, or for any other reason may have a 
particularly difficult task in reaching the ball in time; or he may 
take them unaware, as by calling the same name twice in succes- 
sion, etc. There is no limit to the number of times a player may 
be called. 

CAPTAIN BALL 

Captain Ball is one of the best and most popular games for both children 
and adults, boys and girls. It is one of the most useful forms of games for the 
period when pupils are beginning to enjoy organization, as it calls for com- 
paratively simple, though pronounced, team work. 



Ball Games 339 

There are many variations in Captain Ball, the differences being in (i) the 
plan of laying out the ground, and consequently the relative position of players ; 
(2) the points of play that score; and (3) the rules restricting the players. 
While almost any rules of play or points of scoring may be used on almost any 
plan of ground, certain methods of play seem to have grown out of, and natu- 
rally to belong to, certain diagrams. An umpire, referee, and scorer are de- 
sirable in any form of the game, but not absolutely necessary except for match 
games. 

Six distinct forms of Captain Ball are here presented. Captain Ball I, II, III; 
Emperor Ball (IV) ; Progressive Captain Ball (V) (a new form of the game 
originated by Miss Cora B. Clark of New York); also a schoolroom adapta- 
tion. Schoolroom Captain Ball (VI). Some forms which offer minor varia- 
tions have been omitted in favor of these, which form distinct types. The 
games are grouped in this place to facilitate comparison. 

CAPTAIN BALL -I 

14 players. 

Playground; gymnasium. 

Basket ball; volley ball. 

This is in some respects a simpler form of Captain Ball than those that 
follow, as there are but three bases or homes on each side of the field, and the 
captain is on one of these instead of in the center. His position at the farthest 










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CENTER MEN 

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CAPTAIN / 



Captain Ball — I 



point from the dividing line tends to distribute the play equally among all of 
the players. The number of players is smaller than in other forms of the game. 
The ball does not score for completing the circle (or triangle) of players, as in 
other forms of the game. Although very rapid, this form may be less con- 
fusing for beginners than in larger formations where there are more players. 



340 



Ball Games 



GROUND. — On each side of the ground at corresponding distances 
from the center three small circles are drawn for bases at the points 
of a triangle. The circles should be from two to five feet each 
in diameter, the more skillful the players the smaller the circle. 
The distance between each two circles forming a triangle should be 
at least fifteen feet, and the distance across the center of the field 
between the two inner circles, from fifteen to twenty-five feet. 

TEAMS. — The players are divided into two teams, each consisting 
of three basemen, three base guards, and one fielder. One of the 
basemen is captain and stands in the base at the end of the ground 
farthest from the center. Each team has a guard stationed near 
each of its opponents' bases, and a fielder whose general place 
should be near the center of the ground but who is free to .run to 
any part of the ground, and who should pick up the ball whenever 
it goes afield. The ball should then be put in play again from 
the center as at the start. 

OBJECT OF THE GAME. — The object of the game is to have a 
captain catch a ball from one of his basemen. A ball caught by 
the captain from the guards or fielder of his team, does not count. 
Of course the guards will try to prevent the ball being caught by 
a captain from one of his basemen, or by one of the basemen 
from his fielder, and on the other hand will try to secure the ball 
and send it back to their own basemen or fielder. 

START. — The ball is put in play by being tossed up in the 
center of the ground by a third party between the two fielders, both 
of whom try to catch it. The one who succeeds has first throw. 
Touching the ball is not enough for this first catch: it must be 
caught in both hands. In case of dispute, the ball should be tossed 
again. The ball is again put in play in this way after each point 
scored ; also after going afield and being picked up by one of the 
fielders. 

RULES. — The basemen may put one foot outside of their bases 
or circles, but at no time both feet. Each guard must remain 
near the base he guards but may not step within it even with one 
foot. Should either side transgress these rules or make any other 
foul, the ball is thrown to one of the basemen on the opposite side, 
who is given free play to throw to his captain without inter- 
ference of his own guard, though the captain's guard may try 



Ball Games 341 

to prevent its being caught. A ball that goes afield is put in play 
again at the center, as at the opening of the game. 

FOULS. — It is a foul (i) to transgress any of the rules given above; 
(2) to snatch or bat the ball from an opponent's hands; (3) to 
bounce the ball more than three times in succession ; (4) to run with 
the ball; (5) to kick it; (6) to hand instead of throwing it; or 
(7) to hold it longer than time enough to turn once around quickly, 
or three seconds. Penalty for fouls consists in allowing opponents 
a free throw from one of their basemen to their captain, as described 
under Rules. 

SCORE. — The ball scores one point whenever a catch is made 
by a captain from one of his basemen. It does not score when 
the captain catches it horn a guard or fielder. 

The game is played by time limits, ranging from ten to thirty 
minutes. The time is divided in halves, and at the end of the first 
half the teams have an interval of rest, and the basemen and guards 
change places. The team wins which has the highest score at the 
end of the second half. The ball is put newly in play after every 
point scored. 

CAPTAIN BALL — II 

18 to 60 players. 

Playground; gymnasium. 

Basket hall; volley hall. 

The distinctive features of this form of Captain Ball are: (i) the captain 
occupies a place in the circumference of the circle as in I, instead of in the center 
as in succeeding forms of the game; (2) the captain's place is near the dividing 
line, instead of at the farthest point from it as in I ; this gives the guards of his 
team, on the opposite side of the ground, a greater opportunity to reach him 
than in I, while any increased tendency to concentrate play near the dividing 
line is offset by the scoring of the ball through completing a round of the circle, 
and by the greater freedom allowed the guards; (3) the guards may run at 
large, not being confined to guarding any one baseman ; (4) there are no field- 
ers, the free action of the guards making these unnecessary; (5) the ball scores 
for completing a circle and also for any catch by the captain from one of his 
team, whether it be baseman or guard; also for a catch by any one base- 
man from another baseman of his team ; or for a catch by the captain after 
it has passed through the hands of two or three basemen successively ; (6) fouls 
differ from those in some other forms of the game, and are penalized by scoring 
for the opponents instead of by a toss of the ball. 



342 



Ball Games 



GROUND. — The ground is divided into two equal parts by a line 
across the center. In each part a series of small rings or bases is 
arranged in a circle, at equal distances apart, the number and dis- 
tance depending on the space at disposal and the number of players ; 

the small base rings should 
not be closer to each other 
than four or five feet, and 
should measure from two 
to four feet in diameter. 
The captain's place is in 
one of these bases nearest 
the center of the ground or 
dividing line. 

TEAMS. — There should 
be from eight to thirty 
players on each side, exclu- 
sive of the captain. Half 
of these players stand in 
the bases on their own 
side, the captain's base 
completing the circle and 
being nearest the dividing 
line. The other players of 
the team, called guards, are 
stationed at the opening of 
the game each near one of 
the opponents' bases on the 
opposite side of the ground 
from his own basemen. 
Each guard is chiefly re- 
sponsible throughout for 
guarding his particular 
base; but all guards may 
move about freely in the opponents' territory without stepping 
within the rings (bases). 

OBJECTS OF GAME.— The objects of the game are, (i) to pass the 
ball from baseman to baseman in one circle; or (2) entirely around 
one of the circles without its being caught by the opponents' guards, 








a. 

2 TO 4, FT-i 

.0 






















CAPTAjN 

■A 








A««rGu;^RDS 























Captain Ball — II 



Ball Games 343 

who seek to gain possession of it ; and (3) for any baseman or guard 
to throw the ball as many times as possible to his own captain. 
The guards try not only to prevent the passage of the ball around 
the circle or its reaching their opponents' captain, but also to gain 
possession of the ball and throw it over to the opposite side to 
their own basemen and captain. 

START. — The ball is put in play at the opening of the game, 
and after each catch by a captain, and after each foul, by being 
tossed by a neutral person in the center of the ground, the guards 
on both sides trying to get possession of it. The ball is not con- 
sidered caught unless it be held in both hands. Any guard 
so catching it has an opportunity to throw it to his own captain 
or one of his basemen. The guards on the opposite side of course 
try to prevent such a catch. 

RULES. — It is considered a fair catch for any baseman, includ- 
ing the captain, if the ball be caught on a bound either from 
the floor, ceiling, or any other object, or from hitting another 
player. 

A ball that goes afield is secured by the guard standing nearest 
the point where it left the circle. He puts it in play from the 
point in the circle where it went out. 

Other rules are indicated under ''Fouls. " 

FOULS.— It is a foul (i) to kick the ball ; (2) to run with the ball ; 

(3) for a guard to step over the dividing line or inside one of the bases ; 

(4) for a baseman to step outside of his own base, even with one 
foot; (5) to hand the ball instead of tossing; (6) to snatch or bat 
the ball from an opponent's hands ; (7) to hold the ball longer than 
time enough to turn around quickly, or three seconds. 

One point is scored by the opponents whenever a foul is made, 
and the ball is then put in play again from the center. 

SCORE. — One point is scored for a team every time a baseman 
catches the ball from another baseman of the same team. 

Two points are scored for a team every time its captain makes a 
fair catch, whether the ball has gone around his circle or not, and 
whether the ball was thrown by one of his basemen or one of his 
guards on the opposite side of the field. Three points are scored 
if the ball reaches two different basemen and the captain successively, 
whether in regular rotation around the circle or not. 



344 ^^11 Games 

Four points are scored if the ball reaches three different basemen 
and the captain successively, whether in regular rotation around 
the circle or not. Five points are scored whenever the ball passes 
entirely around the circle on one side, in regular rotation of base- 
men, whether the start and finish of that circle be with the captain 
or some other baseman. Each foul scores one for the opposing 
team, as described under '' Fouls." After the captain catches the 
ball, no further points may be scored on it in that play and it then 
goes back to the center to be put again in play. 

CAPTAIN BALL -III 

20 to 40 players. 

Playground; gymnasium. 

Basket hall; volley hall. 

This form of Captain Ball is the most strenuous of any, as freer mass play 
is encouraged among the guards, and there are fewer restrictions in the form of 
play, batting and hitting the ball being allowed, which are fouls in other forms 
of the game. The method of punishing fouls is optional and should be deter- 
mined before the game begins. The ground is divided somewhat differently 
than in other forms of the game, by a neutral space between the two fields, 
where the ball is tossed for sides. The ball scores both for completing a 
circle and being caught by a captain, but not for catching from one baseman 
to another, as in II. The captain is stationed in the center instead of in the 
circumference of the circle, as in I and II. 

GROUND. — The ground is divided into two equal parts by a 
neutral strip about three feet wide through the center. In each 
half are marked five or more bases in the form of small circles from 
two to five feet in diameter (or rectangles), outlining part of a large 
circle or square open toward the center. In the center of each half 
is marked a small circle or base for the captain. The interest of 
the game may be enhanced by placing a springboard in the captain's 
base, on which he should stand. 

TEAMS. — The players are divided into two equal teams, con- 
sisting each of (i) a captain, (2) a baseman for each base in the 
outer circle, (3) guards. There should be one less guard on each 
team than the number of players in its outer circle. For instance^ 
for five basemen, as in the diagram, there should be four guards. 
The guards belonging to a team are stationed in the opponents^ 



Ball Games 



345 



field, and generally begin the game lined up near the neutral 
territory that runs through the center of the ground. As the game 
progresses, the guards may scatter in any way that they choose. 
There are no center runners . 







O 







BBB B 



7T 











NEUTRAL TERRITORY u. | 



GUARDS FOR OPPOSITE TEAM 







or fielders in this form of 
the game, as in some others. 
An umpire is desirable, and 
a scorer and referee are 
needed for skillful teams. 

OBJECTS OF GAME. — The 
objects of the game are 
(i) for the ball to be thrown 
and caught around the com- 
plete circle of basemen; 
(2) for the outer basemen to 
throw the ball to their cap- 
tain in the center ; the guards 
trying (i) to intercept the 
ball before it can complete 
a circle; (2) to prevent it 
being caught by the captain ; 
and (3) to secure possession 
of the ball and send it to the 
basemen in their own (the 
opposite) field. 

START. — The ball is put 
in play in the center of 
the neutral strip by an 
umpire or referee. He tosses the ball, and the guards from 
both sides try to gain possession of it. For this purpose the 
guards may run anywhere they choose, being permitted on the 
neutral territory; but as soon as possession of the ball is decided, 
the guards must return to their respective fields, and may not again 
leave them until the ball is again put in play. To touch the ball 
does not give a guard possession of it ; he must hold it in both hands. 
In case of dispute the referee should again toss the ball. When 
a guard has secured possession of the ball, he and the other guards 
return to their home fields, and the one having the ball throws it 



Captain Ball— III 



34^ Ball Games 

to one of his basemen in the opposite field. The ball is put in 
play from the center after every point scored, and after it goes afield. 

RULES. — The guards are not allowed to step within the bases; 
they may not cross the boundary lines into the neutral territory, 
except when the ball is being put in play. Basemen may not step 
outside of their bases, even with one foot. Should the captain, 
in catching a ball, step over his base, the catch does not score, but 
if this be with only one foot, he has the privilege of throwing the ball 
to one of his basemen without interference from the guards. A 
throw from a guard in the opposite field to his own captain does not 
score. Kicking or striking a ball out of a player's hands is allowable. 
In trying to block a throw, guards may not touch basemen nor step 
within the bases. Guards will naturally be very watchful of the 
center, as successful catches by the captain score. 

FOULS. — Transgression of any of the previous rules constitutes 
a foul, penalized by giving the ball to the opposite side or by allow- 
ing them to score one point. Which of these two methods is to 
prevail during a game should be decided before the game starts. 

SCORE. — One point is scored for a team every time that the cap- 
tain catches a ball thrown by one of his basemen. One point is 
scored for a team whenever the ball is thrown from base to base suc- 
cessively until it completes an uninterrupted circle. Fouls may 
score or not, as explained under " Fouls. " After every point scored, 
the ball is returned to the umpire and put again in play. 

The game is played in two halves of fifteen or twenty minutes 
each, with a rest of five or ten minutes between the halves. Teams 
change sides at the beginning of the second half, but they do not 
change players ; that is, guards do not become basemen, and vice 
versa, as in some other forms of this game. 

EMPEROR BALL 

(Captain Ball — IV) 

JO to 40 players. 

Playground; gymnasium. 

Basket ball. 

This game is really a form of Captain Ball, but differs from any of the pre- 
vious forms in the following points : — 



Ball Games 



347 



A neutral officer, called the Emperor, is stationed in the center of the field 
between the two teams, and the ball scores its highest when it has been thrown 
entirely around one of the circles, from there to the captain in the centre, and 
from him to the Emperor. There are two fielders, or players at large, who try 
to intercept the ball before it 
reaches the Emperor, or to block 
it in any other part of the play. 



GROUND. — In the center 
of the ground is placed a 
springboard, box, stool, or 
other platform for the im- 
partial ruler of the game 
called the Emperor. The 
ground on each side of this 
point is marked out as 
follows : A series of bases or 
small circles (the number to 
vary with the number of 
players) is drawn so as to 
form together a large circle 
with from four to ten feet 
between each two small 
ones. The small circles 
should be from two to five 
feet in diameter. In the 
center of this large ring 
another small circle or base 
is marked for the captain 
of the team. 

TEAMS. — The players 
appoint one impartial officer 
who is the Emperor and 
stands in the center on a 
raised base (box, jumping 
board, or other improvised 
platform). The balance of 
equal teams, consisting each 
or fielders, and a number 








A 


,0 


0< 


VCAPTAINy 


>0 





V 









A A 

/ \ DIAM. 6 TO 8 FT. 
1 EMPEROR H 

R R 


DIAM. 2 TO 5 FT. /^ „ ^ 







a 





0. 


B 

^^-^DIAM 

I CAPTAIN I 


4 TO 6 FT. 

.0 












Emperor Ball 



the players are divided into two 

of a captain, two center players, 

of basemen and base guards. 



348 Ball Games 

The two fielders may go anywhere on the field, but their 
main duty is to prevent the ball reaching the Emperor from an 
opponent. They also pick up the ball when it goes afield and 
hand it to the Emperor for starting again. 

Each captain takes his place in a center base; the basemen stand 
each in a base in the circle surrounding his captain ; the guards, 
of equal number with the basemen, take their places in the opposite 
field, each being assigned to guard one of the basemen, including 
the captain of the opposing team, and may not go from the im- 
mediate vicinity of the circle he guards. 

OBJECTS OF THE GAME. — The objects of the game for each team 
consist (i) in throwing the ball from baseman to baseman com- 
pletely around its circle; (2) around the circle as in (i) and in addi- 
tion, to throw from the last baseman to the center player or captain ; 
and (3) having completed the previous two points, to throw from 
the captain to the Emperor, who stands between the two halves of 
the field. The object of the guards, of course, is (i) to intercept the 
ball so as to prevent the completion of this play in any of its points ; 
and (2) to gain possession of the ball so as to throw it across the 
field to their own basemen on the opposite side. 

START. — The ball is put in play at the beginning of the game, 
and always thereafter, when necessary, by the Emperor. He must 
naturally be perfectly impartial, and may toss the ball to either side, 
in turn, or use his judgment in choosing which side shall have it. 
He will, of course, do his best to catch the ball for either side that 
throws it to him. The ball is put newly in play after every point 
scored, after every foul, and after going afield. 

RULES. — No baseman may step outside of his base even with 
one foot. A ball caught by the captain with one foot out of his 
base does not score, nor if so caught by a baseman does it count in 
completing the round of the circle ; but this does not count as a foul, 
and a captain so catching a ball may toss it to one of his team. No 
mass play is permissible among the guards, each one being obliged 
to guard only the baseman to whom he is assigned. This does not 
apply to the two fielders, who may move anywhere on the field, 
and who pick up balls that go out of the large circles. 

FOULS. — It is a foul (i) to hit, bat, or snatch a ball from an op- 
ponent ; (2) to hand a ball instead of throwing it ; (3) to hold a ball 



Ball Games 349 

longer than time enough to turn around quickly, or three seconds ; 
(4) for a guard to step inside a base. Each foul scores one point 
for the opponents, and the ball is then put newly in play by the 
Emperor. 

SCORE. — A team scores one point when a ball has successfully 
completed the round of its circle of basemen, but is intercepted in 
a throw from that to the captain; a team scores two points when 
its ball has completed the round of the circle of basemen and been 
caught by its captain in the center, but fails to reach the Emperor ; 
a team scores five points when its ball has completed the full play 
of the circle, its captain, and the Emperor. A team scores one point 
for every foul made by the opponents. The ball is put newly in 
play by the Emperor after every point scored. 

The game is played in time limits of fifteen-minute halves, with 
a rest of five or ten minutes between the halves. The team wins 
which has the highest score. 

The teams change sides and places for the second half, guards 
becoming basemen, and vice versa. 

PROGRESSIVE CAPTAIN BALL 

(Captain Ball — V) 
20 to 60 players. 

Playground; gymnasium. 

Basket hall. 

This game differs from any other form of Captain Ball in the fact that 
the players progress after each score from base to base. Each player thus 
completes the round of outer bases in his own field, then becomes captain 
for his team, then a fielder, and then starts on the round as guard for each 
base, in turn, in the opposite field. The use of progression in this game was 
originated by Miss Cora B. Clark of New York. It is obviously best adapted 
to older players, — of high school age, — but once understood, the progres- 
sion is simple and well within the ability of younger players. 

This form of the game as to grounds and rules may be played without the 
progression if desired. 

GROUND. — The ground isdivided into two equal parts, with a line 
through the center. In the center of each of the two fields a circle 
is drawn for the captain's base, four feet in diameter. At equal 
distances around this a series of small circles for bases is drawn. 



350 



Ball Games 
c 
























X-9 








D| 


0-4 




/ CAPTAIN \ 
0-6 


X-12 






E( 


0-5 


) 


X-14 X-13 




fe 


> 








0-14 0-13 














FIELDERS 








J 


e 




/ CAPTAIN \ 

KZ) 


0-12 


.e 

^^^/---^ 


)F 


l( 


X-4 


) 


0-9 






6 


)° 



H 

Progressive Captain Ball 



the series outlining the arc of a large circle open to the center or 
dividing line. The small bases (circles) should be each three 



Ball Games 



35^ 



feet in diameter. Their number will depend upon the number of 
players, but they should not be closer than six feet to each other 
and ten feet from the center base. 

Each base in the accompanying diagram is lettered to make 
clearer the order of progression, but when this order is once under- 
stood, it is not necessary to number the bases on the ground. 

TEAMS. — The players are divided into two even teams, each 
consisting of a captain, two fielders, and a number of basemen, 
one for each of the small outer circles or bases. In addition, there 
should be a guard for each baseman and one for the captain. 

The players are disposed as follows : The captain stands in the 
center base, with a guard outside the base. Each of the base- 
men stands in one of the smaUer outer bases, with a guard outside 
his base. The fielders, at the opening of the game, face each other 
at the center of the dividing line. 

OBJECTS OF THE GAME. — The objects of the game are (i) to 
send the ball in a complete circuit of the outer bases ; and (2) to 
throw the ball from a baseman to the captain on his side of the 
field. 

START. — The game is started by the referee throwing the ball 
up between the fielders, who jump for it and try to bat it toward 
their own captain and basemen. Whenever a score is made, the 
ball is put in play again as at first. 

RULES. — The captain may not step outside his base. A ball 
caught in this way does not score, but the misstep is not a foul 
unless with both feet. The outer basemen may put one foot out- 
side their bases when trying to catch the ball. A guard must stay 
within three feet of the base he guards, and may not step within 
it. Guards, of course, try to prevent the basemen from getting 
the ball or to prevent its being thrown to the captain, and to inter- 
cept it as it makes the round of the circle. They also try to get 
the ball to throw to the basemen on their own side. The fielders, 
aside from jumping for the ball when it is put into play, may move 
anywhere in the field. Their chief office is to get the balls which 
go out of bounds, no one else being allowed to do this. Fielders 
may play the ball if it comes their way, but they must not interfere 
with guards. A ball thrown from a guard or fielder does not score. 

PROGRESSION.— The distinctive feature of this game is the method 



352 Ball Games 

of progression. To make this plainer, the players in the diagram 
are designated by numbers as well as by teams. Thus, "X" in- 
dicates all players on one team, and *'0" all players on the other 
team, each player carrying a number, X-i, X-2, X-j, etc. The 
method of progression is as follows: — 

After the ball has scored a point, the two fielders, X-ij and O-ij^ 
move to base A. 0-ij, as he is now crossing to his home side of 
the field, goes inside of base A as baseman, and X-ij becomes his 
guard; the other two fielders, X-14 and O-14, go to base F, the 
home man, X-14, going inside the base, and O-14 becoming his 
guard. It will thus be seen that the two fielders bearing the lower 
number (ij) go to the first base. A, and those bearing the higher 
number (14) go to the base bearing the highest letter, F. At the 
same time that the fielders make this change, each baseman 
and his attendant guard move one base farther up ; that is, base- 
man O-i and guard X-y move from base A to base B ; baseman 
0-2 and his guard X-8 move from base B to base C; and so on. 
The last baseman on this side, 0-j, and his guard, X-ii, move to 
the center or captain's base, the previous captain and his guard 
taking the place of the fielders who stood nearest base E. On the 
other side of the field the progression is made in the same way, 
so that the order of progression is always from bases A, B,C, D, 
and E to the captain's base, and from the captain's base to fielders. 
When a player has made the complete circuit of one side, he pro- 
gresses from fielder's position to the opposite side ; that is, after the 
players who started in base A (basemen O-i and guard X-7) 
become fielders, they progress by going to base F, instead of back 
to base A. This change comes easily if the captain from the base 
occupied at first by X-6 always takes his place as fielder nearest 
base A ; the fielders nearest A always going to Aj and the other 
fielders to F. 

FOULS. — (i) Touching the ball when it is in another player's 
hands ; (2) walking or running with the ball ; (3) stepping out of 
his base by the captain to catch the ball; (4) stepping out of the 
bases with both feet by the basemen ; (5) moving by a guard more 
than three feet from the base he guards ; (6) stepping over the center 
line into the opponents' territory; (7) two fielders from the same 
side going after the ball at once when it goes out of bounds. 



Ball Games 



353 



PENALTY FOR FOULS. — No score is made on fouls, the penalty 
being the loss of the ball to the opposite side. The ball under these 
circumstances goes to the player on the other side, who stands in 
a corresponding position to the one who made the foul. 

SCORE. — A ball thrown from a baseman to his captain scores 
one point. A ball completing a circuit of the outer basemen scores 
two points. The side wins which has the highest score when time 
is called. The game may be played in from thirty to sixty minutes' 
time. 

SCHOOLROOM CAPTAIN BALL 
10 to 60 players. 

Gas hall. 

The class is divided into two teams, with a center captain and 
five bases on each side. The remaining players of each company 
serve as guards, and 
are placed on the 
opposite side from 
their captains and 
bases to prevent op- 
ponents from catching 
the ball. 

The teacher or um- 
pire tosses the ball 
alternately to the 
guards, the first time 
to team one, the second 
time to team two. 

The guards, in turn, 
toss it to their bases, 
who try to get it to 
their captains, the op- 
posite guards opposing 
by guarding with the 
arms and jumping to 
catch the ball. The 



B 


B 

® 
® 
® 
® 
® 

B 




© 

X 
X 
X 
X 
X 

©■ 


d 

X 
X 

(E 

X 
X 

® 






® 


Cx) X 






00 


(x) X 






B 


c © 






y 


(X) X 






B 


Cx) X 



Schoolroom Captain Ball 
Team Team 

' Tb) = Bases. 
B = Bases. 
I. { C= Captain. 11. 

X — Guards. 



. © = Captain. 
© = Guards. 

game continues until one captain catches the ball from a straight 
throw (not a bound) from a base (not a guard). The side 



354 ^^11 Games 

catching the ball scores a point, and the umpire then tosses the 
ball to the guards of the opposite team, etc. 

The game is played in time limits, the side having the highest 
score at the end of ten or fifteen minutes winning the game. 
Fouls are — Holding the ball longer than five seconds. 
Snatching the ball. 

Knocking the ball out of an opponent's hand. 
In case of a foul the ball is given to the opposite team. 
Any number may play the game, provided the sides are even. 

This schoolroom adaptation of Captain Ball was made by Miss Mabel L. 
Pray of Toledo, Ohio, and was submitted in a competition for schoolroom 
games conducted by the Girls' Branch of the Public Schools Athletic League 
of New York City in 1906. This game was one that received honorable mxcn- 
tion, and is here published by the kind permission of the author, and of the 
Girls' Branch and of Messrs. A. G. Spalding & Brothers, who publish the 
handbook in which the game first appeared. 



CENTER BASE 

10 to JO or more players. 
Playground; gymnasium. 
Hand hall; basket hall. 

All of the players but one form a circle, with considerable space 
between each two. The odd player stands in the center, holding 
the ball. He tosses it to any player in the circle, and immediately 
runs away outside the circle. The player to whom the ball is 
thrown must catch it, place it on the ground in the center of the 
circle, and at once chase the one who threw it. The one who threw 
the ball tries to get back to the center of the circle and touch the 
ball before he can be tagged. Should he succeed in this, he joins 
the circle, and the other player throws the ball. If the first center 
player is tagged before returning to the ball, he throws again, and 
the one who chased him returns to the circle. 

This game is very popular with children. 



Ball Games 355 

I 

CENTER CATCH BALL 

10 to JO or more players. 

Playground; gymnasium. 

Hand hall; basket hall; bean hag. 

I. Simple form for little children. 

All of the players but one stand in a circle, with two or three feet 
distance beween players. The odd player stands in the center 
of the circle and tries to catch the ball, which is tossed rapidly 
from one circle player to another. Should he be successful, the 
one who last touched the ball changes places with him. ' 

II. Advanced form for skillful players. 

This differs from the preceding in the greater distance between 
players and also in the much greater range and resourcefulness 
of play. 

The players stand in a circle with from six to eight feet between 
each two, and with one player in the center. The circle players 
throw a ball from one to another, the object of the game being 
for the center player to catch the ball or knock it to the floor. The 
circle players may throw the ball over the heads of one another or 
across the circle, or make sudden feints of throwing it in one direc- 
tion, turn suddenly and throw it in another, etc., to deceive the 
center player. 

Any player in the circle who last touched the ball, changes 
places with the center player whenever the latter touches or 
catches the ball. 

CENTER CLUB BOWLS 

(See also Line Club Bowls {Single); Line Club Bowls {Double); Circle 

Club Bowls) 
10 to JO or more players. 

Playground; gymnasium. 

Hand hall; bean hag. 

The players join in a large circle and number by twos or con- 
secutively. The odd numbers form one team and the even numbers 
(alternate players) another. Three Indian clubs are placed at the 



35^ 



Ball Games 



points of a small triangle, measuring about twelve inches in the 

center of the circle. Each player, 
in turn, bowls at the clubs with 
a hand ball or bean bag. Each 
club bowled over scores one for 
the bowler's team. The team wins 
which has the highest score when 
each player has bowled twice, or 
more times, as may be agreed on 
at the opening of the game. Each 
player must secure his ball or bag 
after bowling and replace the over- 
turned clubs. One ball or bag may 
be used and passed around the cir- 
cle, but the play is quicker if each player has his own. 



1 ^ 


X 




1 

^ RED TEAM 


• 




® 


X BLUE TEAM 


CLUBS 




X 


# 


X 


• 





Center Club Bowls 



S CIRCLE BALL 

10 to 6o or more players. 
Playground; gymnasium; schoolroom. 
Hand hall; basket hall; bean hag. 

The players stand in a circle with from three to five feet be- 
tween each two. The game consists of merely tossing the ball 
rapidly from one player to another, but not in regular order. The 
sport comes from the unexpectedness with which the ball may be 
thrown across the ring, or reverse the direction in which it is circling 
the ring, or in any other way taking the players unaware. A leader 
or teacher should see that this element of sport is put into the game, 
or else it may be very dull and useless. 

Any player failing to catch the ball should sit down, the player 
winning who remains standing the longest. 

When all are seated, the same game may be played in a sitting 
position. 

For a more advanced form of this game, see Round Ball. 

For very little children, the spaces between players should be 
less and the tossing done in regular order from one player to the 
next, working up gradually to the more varied modes of play 



Ball Games 357 

suggested above. Several balls or bags may be used, following 
each other in quick succession. The number of these may be 
increased until there is but one (or two) balls or bean bags less 
than the number of players. 

CIRCLE CLUB BOWLS 

(See also Line Club Bowls {Single)] Line Club Bowls {Double)', Center 

Club Bowls.) 

6 to 60 or more players. 

Playground; gymnasium. 

Basket hall; football; Indian clubs. 

The players divide into two parties and take their places in one 
large circle, the players of one party alternating with those of the 
other. There should be five or six feet of space between each two 
players. Each player is pro- 
vided with an Indian club. 

The players of one party dis- 
tinguish themselves and their 
clubs in some way, as by tying 
a handkerchief around the arm 
and club. 

The players, having taken 
their places in the circle, place 
each his own club on the floor 
behind him at a distance of two 
or three feet. The object of 
the game is to knock over the 
opponents' clubs by rolling the ball on the floor, and naturally to 
protect one's own clubs. Any player may start the game. 

While the main form of play for the ball is to roll it, it is per- 
missible to bound the ball from one player to another, and also 
permissible to knock over a club with a ball that bounds instead 
of rolling. It is not permissible to toss a ball from one player to 
another, or to dislodge a club by a toss unless the ball should hit 
the floor and bound before it hits the club. 

Whenever a club is dislodged, the owner of the club must set 



•^aro^^* 




% RED TEAM 


2 TO 3 FT. • 


, 2 TO 3 FT. 
#^-,BLUE TEAMj 




• • 


• • 




^. 






Circle Club Bowls 



35^ Ball Games 

it up again at once ; if he also has the ball, he must set up the club 
before putting the ball again into play. 

A point is scored by one party whenever one of the opponents' 
clubs is dislodged, whether it be knocked over by a ball or by its 
owner. The side wins which first makes a score of forty-nine 
points. 

The game may also be played with two balls at once, and this 
is always desirable for as many as twenty players. 

CIRCLE DODGE BALL 

(See Dodge Ball.) 

CIRCLE STRIDE BALL 

10 to JO or more players. 
Playground; gymnasium. 
Foot hall; basket hall. 

All but one of the players form a circle, standing in stride posi- 
tion with feet touching those of the next players to make a barricade 
for the ball. 

The odd player stands in the center and tries to throw the ball 
outside of the circle between the feet of the players. Those in the 
circle try to prevent the passage of the ball, using only their hands 
for this. This play is continued until the center player succeeds 
in sending the ball through the circle, when he changes places 
with the player between whose feet or on whose right side it 
passed out. If a circle player moves his feet in any way, he must 
change places with the center. 

The center player will aid his object by using considerable finesse, 
appearing to intend sending the ball in one direction, turning sud- 
denly and sending it in another, etc. 

When the ball has been sent out of the circle, the players turn, 
facing outward, and the odd man tries to send it back inside 
according to the same rules. 

CIRCLE ZIGZAG 

(See Zigzag Games.) 



Ball Games 



CLUB BOWLS 



359 



Four forms of this game are given in this volume in alphabetic order. 
Two are in line^ormation and two in circle formation, as follows : — 

1. Line Club Bowls. — (Single) (Relay formation, one club bowled over.) 

2. Line Clu^ Bowls. — (Double) (Relay- formation, ball or bag bowled 
between two clubs.) 

3. Circle Club Bowls. — (Ring formation, clubs outside of ring.) 

4. Center Club Bowls. — (Ring formation, three clubs in center.) » ■" 
See also Battle Ball and Bombardment. 

CORNER BALL 

(See also Double Corner Ball.) 
10 to JO or more players. 
Playground; gymnasium. 
Basket hall; volley hall. 

GROUND. — The ground is marked off into a space measuring at 
least twenty-five by thirty feet. This is divided across the center 
by a straight line. In the further 
corners of each half so made, a small 
square goal is marked out, there being 
two such goals in each court. 

PLAYERS. — The players are divided 
into two even parties, each of which 
takes position on one side of the 
ground and stations a goal man in 
each of the goals at the rear of the 
opposite side. 

OBJECT.— The object of the game 
is to throw the ball over the heads of 
the opposing party to one's own goal 
men, who are at the rear of the 
opponents' court. 

RULES AND POINTS OF PLAY. — The players on each side are 
not bound to any special territory within their own court, but will 
naturally see that each of the goals at their rear is well protected, 
and will try to intercept the ball before it can reach these goals. 
They will also, of course, try to throw the ball over the opposing 
party to their own goal men in the opposite court. No player may 




Corner Ball 



360 Ball Games 

cross the line which divides the two halves of the ground. The 
goal men may not step outside of their goals. Any ball caught in 
this way fails to score. No opponent may step inside of a goal. 
When a goal man catches a ball, he must at once throw it back, 
trying of course to get it to his own party over the heads of the 
opponents, who try to intercept it. 

SCORE. — Every ball caught by a goal man scores one for the 
party throwing. The side first scoring twenty points wins the game. 

^ CORNER SPRY 

10 to 60 players. 

Playground; gymnasium; schoolroom. 
Balls; bean bags. 

The players are divided into four groups, one group stationed 
in each corner called North, South, East, and West. 

Four captains stand in the center, each with a bean bag, facing 
his corner of players, who stand in a row. The captain throws 
the bean bag to each player in turn in his group, who throws it 
back at once to the captain, and so on until the last player is 
reached. As the captain throws to his last player he calls " Corner 
Spry!" and runs to the head of the row, the last player becom- 
ing captain. The group that first succeeds in having all of its 
players in the captain's place wins the game. 

This game was originated by Miss Amy A. Young of Cleveland, Ohio, and 
received honorable mention in a competition for schoolroom games conducted 
by the Girls' Branch of the Public Schools Athletic League of New York City in 
1906. It is here published by the kind permission of the author, and of the 
Girls' Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the 
handbook in which the game first appeared. 

CRAGKABOUT 

10 to 60 players. 

Playground; gymnasium. 

Soft hand ball. 

The players scatter over the playground, trying to get as far away 
as possible from the one who has the ball. He throws it at one 
of the players, trying to hit him with it, at the same time calling 



Ball Games 361 

"Crackabout!" All of the players make a rush for the ball, the 
one who succeeds in getting it being the next thrower. The other 
players scatter immediately that one has secured it, the ball man 
at once throwing at some other player, naturally trying to hit the 
nearest. As soon as the players hear his call of " Crackabout ! " 
they rush together again in the direction of the ball to try and secure 
it, and so on indefinitely. The game is thus a rapid succession of 
running away from the ball man and scrimmages to secure the 
ball. It is one of the strenuous and popular games enjoyed by 
boys of almost any age, and affords some lively exercise and sport 
in a few minutes. 

CURTAIN BALL 

10 to 100 players. 
Gymnasium; playground. 
Basket hall; volley hall. 

This is one of the most interesting ball games and is adaptable 
to many conditions. For instance, where a curtain cannot be 
conveniently hung, the game may be played over a high fence or 
hedge. 

The game consists in throwing a ball backward and forward 
over a curtain which conceals the opposing players from each other. 
As the ball should not be allowed to touch the ground, scoring for 
the opponents whenever it does so, the players have to be very alert, 
and there is opportunity for much sport in the game. For a very 
large number of players, more than one ball may be used. 

GROUND. — No outside boundaries are necessary for this game. 
The ground should be divided into two approximately equal parts 
by an opaque curtain eight feet in height, strung on a rope or wire 
carried across from side supports. This should touch the ground, 
so that there is no means of seeing the position of the opposing 
players on the other side. As stated above, the game may be played 
across a high fence or hedge instead of over a curtain. 

PLAYERS. — The players are divided into two parties of equal 
number. There is no regular formation or disposition of the players 
over the ground. Each party should select an umpire, whose duty 



362 Ball Games 

it is to stand at one end of the curtain on the opponents' side, where 
he can watch the opponents and keep score. 

RULES. — The ball is thrown back and forth from one side to the 
other over the curtain, and should be caught before it can touch 
the floor. Players will try to deceive their opponents as to the 
point where the ball is to cross the curtain, and the more rapid the 
play is the more alert the players will have to be. The great sport 
of the game consists in the unexpectedness with which the ball 
may appear at any given point. 

SCORE. — Opponents score one point whenever the ball touches 
the ground. The side wins which first scores twenty-one points. 

This game was originated by Dr. Dudley A. Sargent. 

DEAD BALL 

10 to 60 players. 

Schoolroom. 

Gas ball; bean bags. 

This game may be played with balls or bean bags. If with 
balls, a light gas ball is preferable, as for all schoolroom games- 
From one to three balls or bags will be needed for the game. If 
the class is a large one, only half the pupils should play at a time; 
if a small class, all may play at once. The players stand in the 
aisles or between the seats and desks, and should be scattered 
around the schoolroom. 

The teacher puts the balls in play by tossing them one at a time 
upward, so they will land in different directions in the room. The 
players, as opportunity avails, without leaving their places on the 
floor, try to catch a ball and toss it in the same way to some other 
player. It is not permissible to throw the ball at another player; 
it must always be tossed in the air. Any player who does not catch 
the ball, but instead is touched by it, is "dead" (out of the game), 
and must sit down. Each player tosses the ball upward in some 
new direction as soon as he receives it. This play continues until 
only one player remains standing, who is considered the winner. 



Ball Games 363 



DODGEBALL 

This is one of the most popular gymnasium or playground games. It is here 
described first for an informal game; then in three forms for an athletic con- 
test, the latter as developed by Mr. William A. Stecher; and lastly, for use in 
the schoolroom. Forms II, III, and IV are for match games. > 
I. Dodgeball (informal; players not in teams). 

II. Circle Dodgeball (one team forming a circle, the other team standing 
within). 

III. Double Dodgeball (two teams in a three-court field). 

IV. Progressive Dodgeball (three teams in a three-court field, changing courts 

at the end of each inning). 
V. Schoolroom Dodgeball. 



DODGEBALL 

(Informal) 
10 to 60 players. 

Playground; gymnasium. 

Basket ball. 

This game is a very popular gymnasium or playground game. An in- 
formal mode of play is here described. For match games between compet- 
ing teams more strict athletic procedure is necessary, and three such forms 
of the game follow. 

The players are divided into two even groups. One group forms 
a circle (this need not be marked on the ground). The larger 
the circle the more sport in the game. The other group stands 
within the circle, scattered promiscuously. The object of the game 
is for the circle men to hit the center men with a basket ball, the 
center men dodging to evade this. They may jump, stoop, or 
resort to any means of dodging except leaving the ring. Any player 
hit on any part of his person at once joins the circle men. The 
last player to remain in the center is considered the winner. The 
groups as originally constituted then change places for the next 
game, the center men becoming circle players and the circle men 
going to the center. 

There is no retaliatory play of the ball by the center players; 
they merely dodge it. The ball is returned to the circle either 
by a toss from a center man or by a circle man steppng in for it if 
it should not roll or bound within reach. When two center men 



364 Ball Games 

are hit by one throw of the ball, only the first one hit leaves the 
center. 

CIRCLE DODGEBALL 

10 to 60 players. 

Playground; gymnasium. 
Basket hall. 

GROUND. — A circle is drawn on the ground. For practice 
play, a temporary marking may most quickly be made by the 
players forming a circle, dropping hands, and each player then 
marking the arc of the circle in front of himself, joining it to those 
of the adjacent players. For match games the circle should be 
marked in advance and should be accurate, and measure thirty- 
five feet in diameter. 

TEAMS. — Any number of players may take part. They are 
divided into two equal teams, one of which stands around and 
outside of the circle; the other team is grouped promiscuously 
within the circle. There are no officers of the teams, but for match 
games a referee is necessary, who should also act as score keeper. 

OBJECT OF GAME. — The object of the game is for the outer or 
circle team to hit the players of the inner team with a basket ball, 
any player so hit being " out " and -having to leave the game. With 
one slight exception, explained farther on, only the inner players 
score, and this on the basis of the number of players left in the circle 
when time limits are called. There is no retaliatory play from the 
inner team. 

START. — The game starts on a signal from the referee with the 
ball in the hands of the outer circle. The referee blows his whistle 
for play to cease whenever an inner player is fairly touched with 
the ball, and again for play to resume. He also signals for time 
limits explained under ''Score." 

RULES AND POINTS OF PLAY. — The players in the outer team 
must not step within the circle when throwing. A center player 
hit by such a throw is not out. 

A ball that does not hit a center player is usually recovered by 
the outer circle by rolling or otherwise making its own way to the 
opposite side of the circle. If a ball remains in the circle or re- 
bounds into it, one of the outer team may run in to get it. He may 



Ball Games 365 

throw it while within the circle to one of his teamsmen who is in 
place outside the circle; or he may return with it to his own place 
and throw from there; but he may not throw at one of the inner 
players while himself within the circle. 

The inner team does not play the ball : it only dodges the ball. 
Any tactics may be used for this except leaving the ring. The 
dodging may be done by stepping quickly in one direction or 
another, by twisting, stooping, jumping, or any other methods 
that suggest themselves. 

A player of the inner team hit on any part of his person or clothing 
by a ball is out. This may be either from the ball on the fly or 
on a bounce, or rolling. Only one player may be put out for one 
throw of the ball. Should two players be hit by one throw of the 
ball, the first one touched by the ball is the one to go out. When 
a player is hit, the referee blows his whistle, the play ceases, and 
the player hit quickly leaves the circle. The referee blows his 
whistle again for the play to resume ; but should the hit player not 
then have left the circle so that he may be hit a second time, 
such a second hit scores one point for the opponents. 

SCORE. — The game is played in two halves of ten minutes each, 
the teams changing places at the end of the first half. The main 
scoring is done by the inner te'am, which scores one point for each 
player left within the circle at the end of its half. The only other 
scoring is by the outer team whenever a player is hit a second 
time before leaving the circle, each such hit scoring one point for 
the throwing party. 

The team wins which at the end of the second half has the highest 
score from these two sources together. 

The game as here given was developed by Mr. William A. Stecher. 

DOUBLE DODGEBALL 

20 to 60 players. 

Playground; gymnasium. 

Basket hall. 

The game is played by two opposing teams in a three-court 
field, instead of by three teams in such a field as in Progressive 



366 



Ball Games 



Dodgeball. One team takes its place in the center court, and the 
opposing team is equally divided, one half going to each of the 
end courts. The teams must be of equal numbers, and for match 
games have sixteen players on each. 

The game is played in two halves of ten minutes or less each. 
At the end of the first half the teams change courts. 

The rules for play are exactly the same as for Progressive 
Dodgeball. The main difference in the games is in the smaller 
number of opponents in the end courts. 

This game was devised by Mr. William A. Stecher. 



PROGRESSIVE DODGEBALL 


15 to 100 players. 


Playground; gymnasium. 


Basket hall. 


GROUND. — The ground is divided into three equal courts, each 


30 X 30 feet. The end courts may be shorter if full space be not 


available. 


RED Q 


WHITE 


X BLUE 









^ 







X 







X 


c 


• • 


X 


c 


1 • * (• 


X 


c 


•- 


X 







yc 







>s 


LEFT COURT Q 


CENTER COURT 


RIGHT COURT 



Progressive Dodgeball 

T AMS. — The players are divided into three equal teams, which 
for convenience maybe designated by colors. Red, White, and Blue. 
There are no officers for the teams, but one referee for the game, 
vv^ho should also act as score keeper, is desirable, and for match 
games necessary. At the opening of the game the two outer teams 
line up, each on its inner boundary line, each player standing with 
one foot on the line. The center team is grouped promiscuously 
near the middle of the center court. The teams change courts 



Ball Games 367 

at the end of each inning, and the formation W line-up just 
described is resumed at the opening of each inning. 

OBJECT OF THE GAME. — The game consists in hitting players 
with a flying ball (not a bounce) , any player so hit being out and 
leaving the field. For this purpose the two end teams play against 
the center team (but not against each other) ; and the center team 
also plays the ball in a retaliatory or aggressive game, trying to hit 
players on either of the end teams. 

START. — The game is played in three innings, each of five or more 
minutes' duration. Each inning begins with the teams in the for- 
mation shown in the diagram and described under "Teams," except 
that the different teams will be in different courts for each inning. 

The referee puts the ball in play by tossing it to the center 
team (say the Whites, as shown in the diagram), and at the 
same time blows his whistle as a signal for the game to open. The 
referee also blows his whistle whenever a player is hit so as to be out 
(i.e. hit by a ball ''on the fly," not on a bounce). The hit player 
at once leaves the field, and play is resumed by the referee's whistle 
and tossing of the ball to the center team as at the beginning. The 
referee also calls time for the close of innings. After the ball has 
been put regularly in play, teams may only secure the ball when 
it is "dead," i.e. when it has not just been played by an opponent, 
but has stopped, rolled, or bounced into its own court. 

RULES AND POINTS OF PLAY. — After the referee has put the ball 
in play by tossing it to the center team, the player catching it runs 
to either the left or right boundary line of his field and throws the 
ball at one of the opposing players (Red or Blue) . These players, 
meanwhile, immediately upon hearing the whistle to start, should 
have run toward the rear of their respective courts to lessen the 
chances of being hit. Should the White player succeed in hitting a 
player on the Red or Blue team, the referee's whistle is blown, 
the hit player leaves the field, and the game starts over again as at the 
beginning. Should the White player fail to hit one of the opponents, 
the latter try, in turn, to secure the ball before it rebounds or rolls 
back into the center court. The player who gets it either runs up 
to the boundary line and throws at the Whites, or passes the ball 
to some other player of his own team who does this. The Whites 
naturally scatter to the farther boundary line of their court to avoid 



368 



Ball Games 



INNING 



RED 



WHITE 



BLUE 



3 TOTAL LOST PLAYERS 



being hit. Should the ball fail to hit a White player, it is most 
likely to go entirely across to the Blue court, where one of the Blue 
team should catch it, and in turn try to hit the Whites. 

The end teams (in this case Red and Blue) play against the 
center (White) , but not against each other. The center team plays 

against both end teams. 
Thus, a player in either 
of the end teams may be 
hit by a player on the 
center team, but it is 
not a part of the game 
for these end teams to 
try to hit each other. 
A ball thrown by either 
end team across the cen- 
by a player on the opposite 



I 






3 


7 


10 


5 


1 


2 


8 


2 


6 


1 


3 



Score Card for Progressive Dodgeball 
White Team Wins 



ter court may be caught, however 
end. 

A player is not out if hit by a ball that rebounds, whether from 
the floor, another player, a wall, or any other object. 

A player is not out if the thrower of the ball overstepped the 
boundary lines while throwing. 

The only kind of a hit that puts a player out is one from a ball 
"on the fiy" thrown from behind a boundary line. 

Players may dodge in any way they choose, but a hit from a flying 
ball on any part of the person or clothing puts a player out. 

At the close of each inning (of five or more minutes) the teams 
progress or change courts in regular order, from right to left. That 
is, the Blue team moves to the center, the White team to the left 
court, and the Red team to the right court. For the third inning 
another change is made in the same direction, the Reds going to 
the center, the Blues to the left court, and the Whites to the right 
court. Thus, in the three innings each team will have played in 
each court. 

When a new inning is started and the teams change courts, all 
players who have been hit and are out return to their teams. . Each 
inning begins, therefore, with full teams. 

SCORE. — A score is made for each team for each of the three 
innings, and consists of a count of the players who have been hit 



Ball Games 369 

(put ''out") during the inning. The team wins which at the close 
of the three innings has the smallest score; that is, has had the 
smallest number of players hit. 

It adds much to the interest of a game to have the score posted 
on a bulletin in sight of the players. But whether on a bulletin 
or card, the accompanying form is desirable. 

This game was devised and developed by Mr. William A. Stecher. 



SCHOOLROOM DODGEBALL 

10 to 60 players. 

Gas Ball. 

The players are evenly divided into two teams. One team takes 
its place around the outer edge of the room; the players of the other 
team scatter through the aisles or seats, which latter should be 
turned up if possible. The outer team tries to hit the inner team 
with the ball, any player so hit taking his place in the outer team 
and joining in its play. The player who remains longest in the 
center is considered to have won. 

Only a hit from a ball on the fly counts. A hit from a bounce 
does not put a player out. If a ball touches any part of the clothing 
or person, it is considered a hit. If two players are hit by the same 
throw, only the first one hit is considered out. Players may dodge 
the ball in any way. The ball is returned to the circle players by a 
toss from one of the inner team, should it be out of reach of any 
player of the circle team. 

If desired, the hit players may leave the game instead of 
joining the outer circle. This leaves the teams intact, and each 
then keeps a separate score. 

If successive games be played, the teams change places, the inner 
players going to the circle, and vice versa. The game may then be 
played in innings if desired, each team to be given three minutes 
in the circle. One point is then scored against a team while in 
the center for every player hit, and the team wins which has the 
smallest score at the end. 



2B 



370 Ball Games 

DOUBLE CORNER BALL 

14 to 100 players. 
Gymnasium; playground. 
2 basket balls. 

This game is one of the comparatively few in which a large number of play- 
ers may be kept actively engaged at the same time. The game was developed 
by Miss Caroline M. Wollaston of New York City, through whose kindness 
it is here given. There are practically two games going on at once, in which 
each player participates in rotation. 

GROUND. — The ground for this game should be outlined in a 
square measuring about forty by forty feet. In each corner is 
marked a small goal, the two goals at one end belonging to one 
team, say the Blues, and the two goals at the other end belonging to 
the opposing, or Red, team. Near the center are marked two small 
circular goals for the throwers of the different teams. The thrower 
for the Red team stands in the center goal farthest removed from 
the red corners ; the thrower for the Blue team in the goal farthest 
removed from the Blue corners. 

Two basket balls are needed for the game. 

TEAMS. — Any number of players, from fourteen to one hundred, 
may play. These are divided into two teams. While it is advis- 
able to have the two teams even in numbers, an odd player may be 
assigned to either team. 

Each team chooses its own captain. Each captain selects two 
goal keepers, players who can jump and catch well being best 
for this position. These two goal keepers are assigned to goals 
at the same end of the ground, each being guarded by guards 
from the opposite team. If desired, a halt may be called dur- 
ing the game, and the goal keepers changed for others desig- 
nated by the captain. This is sometimes desirable to rest 
players filling this arduous position, and sometimes for the pur- 
pose of distributing among the players opportunities for this 
kind of play. 

The remaining players are guards, and are divided by the captain 
into two parties, one for each of the opponents' corner goals. The 
following method has been found to work quickly and well for this 



Ball Games 



371 



purpose: The captain lines up his players and numbers them, 
taking any number that he chooses for himself. Those having odd 
numbers are sent to guard one goal, and those having even numbers 
to guard the other goal. Each guard should remember well his 



i 

i ' 

t 




A 


j " A '' 
Al,A 

\ 

: 

/ 

/ 

/ 

/ 

A U 
^ ^ 4 


^ ^ ^^ 

8 JB 

1 
/ 
/ 

/ 

/ 
/ 

0: 

\ 

\ 
\ 
\ 
\ 

^ \ B B 


B 


^ > CO"" 


A 



Double Corner Ball 



number, as there is a constant rotation of players according to 
number. 

OBJECTS OF GAME.— The first object of the game is for a thrower 
on the center base to throw a ball to one of the corner goal men of 
his own team ; each ball so caught by the goal keeper scores. One 
very distinctive feature of this game is the fact that each guard 
becomes, in turn, thrower for his team. 

Another object of the game is for the guards to prevent the corner 



372 Ball Games 

goal men from catching the ball. This is not only for defensive 
play, to prevent the opponents from scoring, but has a positive 
value, there being a separate guard score, each ball that a guard 
catches and holds scoring for his team. This scoring for catches 
by the guards has the advantage of calling for especially active 
work from the guards, with much jumping in it, and leads to skillful 
play for catching the ball so as to hold it instead of merely 
touching it. 

START. — The game starts with Number One of each team in his 
respective throwing base in the center, the guards being disposed in 
one or two ranks around the goals they are to guard. Each center 
baseman holds a ball, which he puts in play at the referee's whistle, 
or other signal, by throwing to one of the corner goal keepers of his 
team. 

Each guard, as he becomes thrower, throws only to the corner on his 
side of the field. For instance, the guards bearing odd numbers being 
on the right side of the field, when player Number One throws from 
the center base, he will throw to the corner man on the right. 
Similarly, when player Number Two takes his turn at the throwing 
base, he will throw to the corner goal on the left-hand side of the 
field, as his party of guards are stationed at the left-hand side. 

RULES AND POINTS OF PLAY. — The game opens with guard 
Number One in the center base, ready to throw the ball to the corner. 
Each thrower has but one throw at a turn, whether it be successful 
or not. Immediately that a thrower has tossed the ball, he steps 
back to his place among the guards, and the guard bearing the next 
number steps into the throwing base. The players must keep their 
own watch for turns to do this, and each should therefore observe 
at the opening of the game which guard bears the number next 
before his. This will be a player in the opposite division of guards 
of his team, as the odd numbers are guarding one corner and the 
even numbers another. 

When each player of a team has thrown from a center base, the 
numbers begin over again in regular rotation. Thus, if Number 
Sixteen be the last thrower, Number One follows him. 

Whoever catches a ball thrown to a corner, whether it be the 
corner goal keeper or one of the guards surrounding him, throws 
the ball immediately back to the center base, supposedly to the 



Ball Games 373 

next player, who should have stepped at once to the base when 
the previous thrower left it. Should this next player not have 
reached the center base in time to catch the ball, he picks up the 
ball and throws it to the proper goal keeper; but it behooves a 
player to be at the center base in time to catch a ball returned 
from a corner, because every such catch scores. 

A ball caught on the center base is, of course, a return ball from 
the corner to which a predecessor threw it, and must be a fair 
throw, whether sent by one of the opponents' guards or his own goal 
keeper. 

It may make clearer the rotation of the play to illustrate as follows : 
The game opens with Number One ready on the center base belong- 
ing to his team. His group of guards, that is, those bearing the 
odd numbers, are guarding the corner behind him on the right-hand 
side of the field. He therefore throws the ball on the referee's signal 
to the corner goal keeper for his team at the opposite end of the 
ground on the right-hand side. Immediately that he has thrown 
the ball, he steps back among his group of guards bearing the odd 
numbers, and Number Two of his team, who belongs to the group 
of guards on the left-hand side of the field, steps forward at once to 
the center base. Meanwhile, the ball may have been caught by the 
goal keeper to whom it was thrown, or by one of the guards surround- 
ing him. It is at once tossed back to the center base from which it 
came, and Number Two guard should be there to catch it. 

Number Two then throws the ball to the goal keeper for his team 
on the left-hand side of the ground. Whoever catches it at once 
throws it back to the same throwing base, and Number Three 
should be there to receive it. Number Two having returned to the 
ranks of his guards. So the game goes on, the guards each taking 
a turn at the throwing base, and each throwing the ball to the 
corner goal keeper on his side of the field. 

Meanwhile, the same sort of game is being played by the opposite 
team, two balls being in play at once, and each guard taking part 
in each game for each team, according as he is guard around an 
opponent's corner goal or a thrower from the center base to his own 
goal men. 

Each goal keeper and thrower must keep one foot in his goal or 
base. It is thus permissible for a goal keeper to step out of his 



374 ^^11 Games 

goal with one foot, or lean far out of the goal to catch the ball. Of 
course the best kind of a throw to a goal keeper is a high curved ball 
that will go over the heads of the guards and fall within his goal. 
No guard may step within the goal he guards. 

Violation of the rules about overstepping territory constitutes a 
foul, and scores for the opposing team. 

Very alert and rapid play is needed to make this game a success. 
As one team (Blues) may play faster than the other (Reds) , it is not 
necessary that Number Six of the Red team and Number Six of 
the Blue team, for example, should be on the center throwing 
bases at the same time. The two games go on independently of 
each other. 

FOULS. — The overstepping of boundaries in ways not allowed 
by the rules score one for the opponents. 

SCORE. — A goal keeper scores one point for his team every time 
that he catches a ball which has not been touched by one of the 
guards around his goal. A ball caught by a goal keeper after 
being touched by a guard does not score. 

In addition to the score made by goal keepers, a guards' score is 
kept, each player counting the number of balls he catches and holds, 
no matter where he be standing, whether in his position as guard 
or in the center base from which he is to be thrower. Such a catch 
by a guard scores one point, the guards reporting their points at 
the end of the game. Touching the ball does not score under any 
circumstances. It must be caught and held. 

Fouls score for opponents, as stated under ''Fouls." 

The score for the game for either side is the sum of all of the balls 
caught, according to the above rules, by the goal keepers and guards 
on that side. The game is usually played on time limits of from 
twenty to forty minutes. 

For experienced players, scoring by guards may be omitted if 
desired. The particular object of this feature is to encourage 
guards to expert work in catching the ball, instead of merely 
interfering. 

DOUBLE DODGEBALL 

(See Dodgeball) 



Ball Games 



375 



DRIVE BALL 

10 to JO players. 
Playground; gymnasium. 
Basket ball; volley ball. 

This is one of the most interesting games for players beginning 
to care for team work. The writer has known some boys to play 
the game persistently for several seasons in succession. 

GROUND. — A court measuring from thirty to fifty feet in length 
by twenty to thirty in width is divided into two equal parts, forming 
two courts, each of which 
should be a little wider than 
it is long. A goal about two 
by four feet is marked in the 
center rear of each court, 
within the boundary lines. 
It facilitates the game if the 
end of each court may be a 
wall or fence, and thus make 
sort of a backstop behind the 
goal. 

Each court has bases 
marked at even distances 
over its surface, wherein the 
different players stand. 
These may be marked simply 
as a cross for a footmark, or 
a small circle or square. 
There is no particular 
arrangement for these, the 
only object being to scatter 
the players, no mass play 

PLAYERS. 





' 




_„ _ ._..■_ .1 




- ^,„.,. ^ 




- 


1 


A'S 

GOAL GUARD 




1 


A A A A. 

A A .^ 
A A A A 

A CAPTAIN 


•l 


B 

B 
B 


B CAPTAIN 

fi B, B 

B 
B B B 






B.8 

GOAL. GUARD 





Drive Ball 



being allowed in the game. 
The players, of no stipulated number, are divided 
into two equal teams. Each team appoints a captain, who stands at 
the middle of the dividing line and is responsible for the discipline 
of his team ; a goal guard, whose duty it is to keep the ball from the 
goal and who stands in the goal; and from six to twelve players, 



376 Ball Games 

each assigned a certain spot marked as his territory and from which 
he may not move more than two feet. 

OBJECT OF GAME. — The object of the game is to throw the ball 
into the opponents' goal. 

START. — The ball is put in play by being placed on the ground at 
the center of the dividing line between the two captains. At a signal 
from an umpire, each captain hits the ball with his fist. The ball is 
thereafter kept moving rapidly back and forth from one court to the 
other, hit always with the fist. After being caught or otherwise 
stopped, it should be bounced or thrown from one hand and hit with 
the fist. 

RULES. — No player may move more than two feet from the base 
assigned him. At no time may players do mass work. Whenever 
a goal is made, the ball is again started from the center by the two 
captains. The goal guard may not step out of the goal, even 
with one foot. The ball must always be hit with the closed fist. 

FOULS. — It is a foul to kick the ball; to hold it; to throw it 
with both hands or in any way except by batting with the closed 
fist; it is a foul to cross the dividing line. Each foul scores one 
point for the opposing team. 

SCORE. — Whenever a ball touches the ground inside of a goal, it 
scores two for the batting side. Fouls count for the opposing side, 
as above stated. The game is played in three rounds of fifteen 
minutes each, with a rest of five minutes between. The teams 
change courts for successive rounds. The team wins which has 
the highest score at the end of the third round. 

EMPEROR BALL 

{Sqq Captain Ball — IV) 

FIST BALL 

6 to JO or more players. 

Playground; gymnasium; parlor. 

Volley hall; basket hall; gas hall. 

This game is very similar to Volley Ball, but differs from that game in the 
fact that the ball is hit with the fist instead of the open hand; that the ball may 
bound on the ground ; and that the general rules are simpler. For large num- 
bers two balls may be used, as described at the end. 



Ball Games 377 

GROUND. — The ground should be, if possible, one hundred feet 
long and sixty feet wide, with clearly defined boundaries. Across 
the center of the ground a rope or cord is stretched, head high, which 
divides the ground into two equal courts. If desired, each court 
may be divided into small squares, one for each player, to prevent 
mass play. 

PLAYERS. — The players are divided into two equal teams, each 
of which scatters promiscuously over the court unless assigned to 
squares as described above. The players in each team should be 
numbered consecutively to facilitate rotation in serving. One officer 
will be needed to act as umpire and scorer. 

OBJECT OF GAME. — The object of the game is to send the ball 
back and forth across the stretched cord, striking it only with the 
fist. The game is defensive; that is, the scoring is done by one 
party when the opponents fail to return the ball or to keep it 
properly in play. 

START. — The ball is put in play by a regular serve at the opening 
of the game, after each point scored, and after going out of play. 
The players take turns in serving for their team, being num- 
bered before the game opens. The sides alternate in serving after 
a score. 

The player who serves the ball should stand at a central point 
ten feet from the dividing line, and may serve the ball in two ways. 
He may bound it and bat it with the fist over into the opponents' 
court, or he may hold it above his head, let go of it, and as it falls 
serve it with his fist. The ball must go over the line to be in play. 
Should a server fail in this, the ball must be handed to the opposite 
side, which then has a trial. After a ball has otherwise gone out 
of play, it is served anew by the side responsible for the failure. 

RULES AND POINTS OF PLAY.— The ball must cross into the 
opponents' court above the cord to score or be properly in play. 

A ball to score its highest (two points) must be returned after 
a serve without bounding, although any number of players may 
hit it or keep it in the air before sending it back over the line. 
A ball may bound once before being returned and score less (one 
point). It is out of play if it bounds twice without being hit between 
the bounds. 

Several methods of play are permissible, but the rule is invariable 



378 Ball Games 

that the ball must always be hit with the closed fist, and always from 
underneath, except for sending it across the line. It must reach the 
opponents' court from a blow and not from a bound. Either fist 
may be used in striking a ball, but never both at once. A player may 
" dribble" the ball in the air before batting it over the line to the 
opponents ; that is, he may keep it in the air by hitting it from under- 
neath with his closed fist ("nursing" it) until he is prepared to bat it 
with his fist. A ball hit with the forearm is considered properly in 
play except for a service. Several players on one side may play on 
the ball before sending it into the opponents' court. In doing this 
the ball may bounce once after every time it is hit with the fist. 

A ball is out of play (i) when it passes under the line or touches 
the line; (2) when it touches the ground twice in succession with- 
out being hit between the bounds ; (3) when it touches the ground 
outside the boundaries from a blow; (4) when it bounds out of boun- 
daries. Whenever a ball is put out of play in these ways, it is sent 
back to the side responsible for the failure, and they must put it in 
play again. 

Whenever a side scores a point, the ball must again be put into 
play with a regular serve, the sides taking turns in this, and each 
player on a side serving in turn. 

SCORE. — The score is made by both sides and is for return- 
ing the ball. If returned to the opponents without touching the 
ground, it counts two points for those returning it. A ball which 
touches the ground once before being hit back over the line scores 
one point. The game consists of twenty-five points. 

After each game the two sides exchange courts. 

FOR LARGE NUMBERS it is very desirable to have two or more 
balls in play at once. They are served simultaneously from 
opposite sides of the ground, at the opening of the game. There 
should be one score keeper for each ball. 

FOR THE PARLOR.— This game may be played in the parlor with 
a light gas ball measuring four or five inches in diameter, or with a 
child's gas balloon. The same rules apply as in other forms of the 
game. 



Ball Games 379 

FOOTBALL TAG 

5 to JO or more players. 

Playground; gymnasium. 

Football. 

Each of the players has three points at the beginning of the 
game. The players are scattered promiscuously over the ground 
or gymnasium. One player, who is It, has a football which 
he kicks lightly toward any other player, the idea being to tag 
some other by mere touch of the ball. Any one so touched or 
tagged by the ball loses one of the three points with which he 
started, and also becomes It, trying in turn to kick the ball so it 
will tag one of his fellows. There are no restrictions as to the 
moving about of players to evade the ball. The latter must not be 
touched with the hands, nor may it be kicked higher than the 
chests of the players. Any one infringing these rules loses one point 
for each offense, and remains It until he successfully tags some one 
according to rules. Any player who loses his three points is out 
of the game, and the player wins who remains longest in the field. 

HAND BALL DRILL 

(Preliminary Ball) 
I to 100 players. 

Playground; gymnasium. 

Hand ball; bean bags. 

When little children first begin to handle a ball the size of an ordinary 
hand ball, the acquirement of skill in tossing and catching is not altogether 
easy. Experience with such children has shown that some preliminary drill 
is very desirable as a preparation for the ball games. This drill may itself 
be done in the play spirit and made very interesting. 

The various movements described may be general (by the class in unison) 
in time to music or counting ; or they may be done individually or with 
partners as indicated, irrespective of the time in which other individuals or 
partners are working. 

In the latter method the play may be competitive, the pupils counting 
the number of times in which they bound or toss or catch without missing, 
the one reaching the highest number winning. 

It will be noted that the drill seeks to cultivate equal skill of both hands. 
This is very desirable in many games and should be done aside from any 
theories as to the value of ambidexterity. 



380 Ball Games 

I. HAND BALL DRILL (ELEMENTARY) 

A. BOUNDING 
INDIVIDUAL PLAY 

1. Bound, and catch with both hands, palms upward. 

2. Bound, and catch with one hand (right, then left), palm 
upward, 

3. Bound, hit to rebound once, and catch with one hand (right, 
then left), palm upward. 

4. Bound, and catch with one hand (right, then left), the palm 
downward in catching ("dog snack"). 

5. Bound, hit to rebound twice, or more times, and catch with one 
hand (right, then left). 

WITH PARTNERS 

(If there be many players they may stand in long ranks facing each other 
for these drills, or in separate couples scattered promiscuously over the ground. 
In either case they should begin with a comparatively short distance, say of 
three feet, between partners, and gradually increase the distance.) 

1. Bound to partner, who will catch with both hands. 

2. Bound to partner, who will catch with one hand (right, then 
left), palm upward. 

3. Bound to partner, who will catch with one hand (right, then 
left), palm downward. 

4. Bound to partner, who will return ball by hitting it for a 
rebound without catching it. This may be kept up between the 
two indefinitely. 

B. TOSSING 

INDIVIDUAL PLAY 

1. Toss, and catch ball with both hands. 

2. Toss, and catch with one hand (right, then left), palm upward. 

3. Toss, and hit it to retoss in the air without catching (right hand, 
then left), palm upward. 



Ball Games 381 

WITH PARTNERS 

1. Toss ball to partner, who will catch with both hands. 

2. Toss ball to partner, who will catch with one hand (right, 
then left), palm upward, 

3. Toss ball to partner, who will catch with one hand (right, 
then left), palm outward ("dog snack"). 

C. BOUNDING AGAINST WALL 
INDIVIDUAL PLAY 

1. Throw ball upward against a wall, allow it to bound once, and 
catch with both hands. 

2. Throw ball against wall, bound once, and catch with one hand 
(right, then left), palm upward. 

3. Throw against wall, bound once, and catch with one hand (right, 
then left) , palm downward. 

4. Throw against wall and catch without bounding on the ground 
with one hand (right, then left), palm upward. 

5. Throw, and catch without bounding on ground, with one hand 
(right, then left), palm outward, 

WITH PARTNERS 

I. Repeat the above throws against the wall, the partner catching 
in each case as designated in the list. 

II. HAND BALL DRILL (ADVANCED) 

A. TOSSING 
INDIVIDUAL PLAY 

1. Toss or throw the ball straight upward as high as possible; 
catch it in one hand (right, then left), with palm upward. 

2. Toss or throw the ball straight upward as high as possible; 
catch it in one hand (right, then left), palm outward (" dog snack"). 

3. Hold out one arm, say the left, straight in front at shoulder 
level ; holding the ball in the right hand, swing the right arm out- 
ward in a full circle; toss the ball upward from under the out- 
stretched arm, and catch with the hand that threw, palm outward. 

4. Repeat this throwing with the left hand, holding out the right. 



382 Ball Games 

5. Toss the ball sideways over one's own head, and catch on the 
opposite side. This is done as follows: Holding the ball in the 
right hand, swing the right arm out sideways, and from about 
shoulder level toss the ball over the head toward the left side. 
Catch it on the left side near shoulder level with the left hand, palm 
upward or outward. 

6. Reverse, tossing from the left hand and catching with the right. 

7. Toss the ball under the upraised knee as follows: Hold- 
ing the ball in the right hand, raise the right knee upward, 
bent at an angle, swing the right arm in circle outward, and toss the 
ball upward from under the knee ; that is, from the inner side of the 
leg ; catch with the hand that threw, palm outward. Repeat with 
the left hand and knee. 

8. Throw the ball upward behind the back, so that it comes 
forward over the opposite shoulder, as follows : Holding the ball in 
the right hand, circle the right arm outward, bend the arm 
behind the back, toss the ball upward over the left shoulder, and 
catch it over the head or in front with the hand that threw, palm 
outward. Reverse, using the left arm and throwing over the right 
shoulder. When this is first tried the ball may not be thrown 
very high or very well as to direction ; but it is a fascinating throw 
to practice and may soon be done with a high toss and very accu- 
rately. 

HAND FOOTBALL 

10 to JO or more players. 
Playground; gymnasium. 
Basket hall. 

GROUND. — The ground should be marked off with boundary lines, 
which should inclose a space at least fifty feet long by twenty or 
twenty-five wide. For expert players a much larger ground is desir- 
able. Ten feet from the rear boundary line at either end of the 
field, another line is drawn, on which the players line up. 

PLAYERS. — The players are divided into two equal teams, each 
of which selects a kicker for the ball. There should also be one 
leader who serves for the two teams. The kicker for each team 
stands five feet within his half of the ground measuring from the 



Ball Games 



383 



center, and should be halfway between the two side boundary 
lines. The rest of the players for each team line up on the line 
previously designated for that purpose. The leader stands at one 
side of the field near a boundary line. 

OBJECT. — The object of the game is to kick the ball over the 
heads of the opposing team. 




FIRSTPARTy 



— FIRST PARTV KfCKER 



SECOND PARTY KICKER 



SECOriD PARTV 



Hand Football 

START. — The leader puts the ball in play by throwing it so it 
will touch the ground between the two kickers. Both kickers 
at once run for the ball and try to kick it over the heads of their 
opponents. 

RULES AND POINTS OF PLAY. — The players on the line-up may 
intercept the ball only with their hands. They may not grasp or 
kick the ball, but merely bat it with the hands. At no time may 
they leave their places on the line. 



384 Ball Games 

SCORE. — A point is scored whenever a kicker succeeds in send- 
ing the ball beyond his opponents' line-up. Players then exchange 
fields for the next round. Ten points win the game. 

/home run 

10 to 60 players, S 

Schoolroom. 

Gas halls or bean bags. 

Arrange the players so that all the rows are filled and the same 
number in each row. No. i in each row has a bean bag or ball, 
and at the word " Start !" stands and throws the bag or ball to No. 2, 
who also stands at the word " Start. " No. 2 throws it back to No. i 
and sits down while No. i throws the ball to No. 3, who stands up 
as soon as No. 2 is seated. No. 3 throws it back to No. i and the 
game continues until No. i has thrown the ball to the last player in 
the row. When No. i receives the ball from the last player, he 
lays it down on the desk and runs to the seat of the last player, while 
all players move up toward the front one seat. No. 2 in the row then 
becomes No. i, and tosses the ball as his predecessor did. The 
game continues until the original No. i reaches his original place 
and calls "Home run !" thus scoring a point for his row and starts 
again. The row scoring the most points during fifteen minutes 
becomes the winner. 

This game was originated by Miss Amy A. Young of Cleveland, Ohio, and 
was submitted in a competition for schoolroom games conducted by the Girls' 
Branch of the Public Schools Athletic League of New York City in 1906. This 
game was one that received honorable mention, and is here published by the 
kind permission of the author, and of the Girls' Branch, and of Messrs. A, G. 
Spalding & Brothers, who publish the handbook in which the game first 
appeared. 

LINE BALL 

10 to 60 or more players. 

Schoolroom. 

Gas balls; bean bags. 

For this game a line should be drawn on the floor across the 
front of the schoolroom, a short distance in front of the blackboard. 



Ball Games 385 

One player from each row of seats takes his place toeing this 
line. Another line is drawn at the front of each aisle even with 
the edge of the front desks. The game consists in a tossing of the 
ball from the leader on the forward line to different players, who 
take their places in turn on the line at the head of the aisle. Each- 
row of seats should contain an even number of players, as the differ- 
ent lines compete with each other. 

The first players in the rows rise from their seats on a given 
signal, toe the line at the head of their aisle, and catch the ball, 
which should be tossed to them immediately by the leader who 
stands opposite. This player quickly returns the ball to the leader 
by means of another toss, and sits down at once. His sitting is a 
signal for the player next behind him to run forward to the line, 
catch the ball from the leader, toss it back to the leader, and reseat 
himself. This continues until every player in the line has caught 
and returned the ball, when the leader should return to his seat 
and hold the ball up at arm's length, as a signal that his line has 
finished. The line wins whose leader is the first to do this. 

For a more advanced form of this game, see Home Run. 

LINE CLUB BOWLS (DOUBLE) 

(See also Line Club Bowls {Single) ; Center Club Bowls; Circle Club Bowls.) 

2 to 60 or more players. 

Playground; gymnasium; schoolroom. 

Hand hall; bean bag; Indian clubs. 

This game is like Single Club Bowls, except that the object of the play is 
to pass the ball or bean bag between a pair of upright Indian clubs, instead 
of trying to knock one over. 

If there be a few players, one pair of clubs is set up for each 
player, with an interval between them two inches wider than the 
diameter of the ball that is used. At from ten to twenty feet from 
the clubs a line is drawn on which the players stand to throw. The 
players slide the bag over the floor or roll the ball ; all play at once, 
each player scoring one if his ball or bag goes between the clubs 
without knocking them over. The clubs are then put in order if 
displaced, the balls or bags gathered up, and the players return to 
the starting line and bowl again. 



386 Ball Games 

The player wins who first scores twenty-five or fifty, as may be 
determined before the game opens. 

Where there is a large number of players, the same form of play 
is used with the players in relay formation ; that is, they should be 
divided into groups of equal numbers, each group lining up in single 
file before the starting line, and each member of the group bowling 
in turn. 

The group or team with the highest score when all have bowled 
wins. 

LINE CLUB BOWLS (SINGLE) 

(See also Line Club Bowls (Double) ; Center Club Bowls; Circle Club Bowls.) 

2 to 60 or more players. 

Playground; gymnasium; schoolroom. 

Basket hall; hand hall; hean hag; Indian club. 

This game differs from Double Club Bowls only in the object of the play. 
In Single Club Bowls the object is to knock over one Indian club which stands 
alone. In Double Club Bowls the object is to bowl the ball or bean bag be- 
tween two upright Indian clubs without knocking them over. 

Any kind of ball or bean bag may be used for this game. If 
there be few players, one Indian club is set up for each player, 
all clubs being widely separated and on a given line. At from ten 
to thirty feet from this club line a second line is drawn, on which 
the players must stand to play. The players all slide the bag over 
the floor or roll the ball, at once, each player scoring one when he 
knocks over his Indian club. The clubs are then replaced, the balls 
or bags gathered up, and the players return to the starting line and 
bowl again. 

The player wins who first scores twenty-five or fifty, as may be 
determined before the game opens. 

Where there is a large number of players, the same form of 
play is used with the players in relay formation; that is, they 
should be divided into groups of equal numbers, each group lining 
up in single file before the starting line, and each member of a 
group bowling in turn for the club. After each player has bowled, 
he should replace the club and bring back the ball or bean bag to 
the next player. In this form of the play it is not necessary for 



Ball Games 387 

the different rows to throw simultaneously, unless that be desired 
as a question of order or to facilitate the scoring. The row or team 
which makes the highest score wins. 



LINE, ZIGZAG 

(See Zigzag Games.) 

MOUNT BALL 

10 to 100 players. 

Playground; gymnasium. 
Basket ball; hand ball. 

This is a game of ball played by half of the players while mounted 
on the backs of the other players. It is therefore desirable that the 
players be paired off so that the two in each pair should be of nearly 
equal weight and size. 

The players form a circle in pairs. To do this they line up two 
abreast, each with his selected partner. This double line then marches 
in circle, halts, and faces inward. This will form two concentric cir- 
cles. There should be considerable space between couples ; in other 
words, the circle should be rather large in comparison with the 
number of players. It is then decided by a toss-up or otherwise 
which of the two circles shall first be "ponies" and which shall 
be riders. The ponies bend forward from the hips, pressing their 
hands against the knees, or thighs just above the knees. The 
knees should be stiff, not bent. The backs are thus bent forward 
and the riders mount, straddling the shoulders of the players who 
are ponies. 

The ball is put in play by being tossed from any player to 
another, and the game consists on the part of the riders in trying to 
keep the ball in as active play as possible in a simple game of toss 
and catch, and on the part of the ponies in trying to prevent the 
catching of the ball. To do this the ponies must grow restive and 
turn around in any way they see fit, but must not lose their gen- 
eral places in the circle. 

When a rider fails to catch a ball, all of the riders must at once 
dismount and run in any direction ; the pony belonging to the rider 



388 Ball Games 

who missed the ball picks up the ball immediately, and as soon as 
he has it calls "Halt!" All of the riders must then stand still, 
and the player who holds the ball tries to hit his recent rider. The 
rider aimed at may try to evade the ball by stooping or jumping, but 
must not otherwise leave his place on the floor. During this part 
of the play the other ponies remain in their position in the circle, 
so that the one who is throwing the ball will not confuse them with 
the riders. If the player (pony) who throws the ball at his dis- 
mounted rider succeeds in hitting him, all of the ponies and riders 
exchange places, the riders becoming ponies and the former ponies 
mounting them. If the player aiming the ball at his dismounted 
rider does not succeed in hitting him, the riders remount and the 
game goes on as before. 

It is not permissible for a rider to hold a ball at any time, no 
matter how difficult his position at the moment may be ; he must 
toss it at once. It is well to have a leader, whether one of the 
players or not, who watches for mistakes, gives the commands to 
mount and dismount, and announces misses and hits. 

This game was played by the ancient Greeks, and is found in various forms 
in many countries. It is needless to say that it is one of the more strenuous 
games. When properly played it contains great sport. 



NINE-COURT BASKET BALL 

i8 to 60 players. 
Playground; gymnasium. 
Basket hall. 

This is one of the comparatively few games that gives a large amount of 
activity to a large number of players playing at the same time. The game as 
here given is the invention of Miss Cora B. Clark and Miss Caroline M. Wollas- 
ton of New York City, by whose kind permission the game is here printed. It 
has proven to be a most popular and interesting game. 

GROUND. — The playgroimd or court should measure about forty 
by forty feet in outside dimensions, the basket ball goals being 
placed at the usual height (ten feet) on opposite sides of the court. 
One basket belongs to each team. For instance, the teams are 
designated as Red and Blue ; one basket belongs to the Red team and 



Ball Games 



389 



the other to the Blue team. The ground is then further divided 
into nine even squares. This may be done in any of the usual 
lining methods as described on page 301. The small squares 
are numbered in consecutive order around the outside, starting 
in one corner; the ninth one is in the center. When players 
are learning the game it may be advisable to mark these numbers 
on the ground, but for players familiar with the game this may be 
dispensed with. 

TEAMS. — While from eighteen to sixty players may play this 
game at once, eighteen makes the best playing number. Where 
there is a larger number it may be found best to divide them into 
two sets, each set to play for 
ten minutes and then give place 
to the other, and so on alter- 
nately. 

The players are divided 
into two teams, each with a 
captain. The teams are 
chosen by the following 
method : 

The players are lined up 
according to height and either 
by marching (one to the right 
and one to the left) or by num- 
bering off (the even numbers 
stepping out of the line) are 
divided into two files standing 

side by side. Each file constitutes a team, and each mem- 
ber of a team is paired off with the opponent standing in the 
file beside him. By this method the two opponents forming a 
couple are of practically equal height. 

The couples are numbered as they pair off, the number indicating 
to which court they shall go for the opening of the game. Thus, 
couple Number One will go to the small court marked i, couple 
Number Two to the court marked 2, etc. Should there be more 
than nine couples, the tenth couple will go to court number i, the 
next couple to court number 2, etc. Usually only one or two 
couples go to each small court, but sometimes three or four couples 



1 


RED BASKET 

2 


3 


8 


Q 


4 


7 


6 

BLUE BASKET- 


5 




w 





Nine-court Basket Ball 



390 Ball Games 

must be so assigned, to accommodate a large number of players. 
Where there are so many, however, it will be found best to divide 
the number into halves, one half playing at a time, as previously 
mentioned. Should there be an odd player (without a partner), 
he is placed in the center court (number nine), and remains there 
throughout the game. A good leader, however, will see that some 
player changes off with this odd individual during the game. 

It will thus be seen that each court contains an equal number of 
players of each team. For instance, if there be but two players in 
a court, one of them belongs to the Red team and the other to the 
Blue team. If there be four players in the court, two of these belong 
to the Red team and two to the Blue team, etc. 

OBJECTS OF THE GAME. — The objects of the game for each team 
are, (i) to throw the ball into its own basket ; this may be done from 
any court in the diagram; and (2) to prevent the opponents from 
putting the ball into their basket. 

One of the marked characteristics of this game is the constant 
change or progression in the position of players, as every time that 
a goal is made with the ball the players all move to the next square 
or small court. This is done in order to give each player an oppor- 
tunity to play from all positions on the field. This makes all-round 
players, and gives the retiring, less aggressive ones a fair share of the 
play. It also prevents certain players having the most desirable 
positions throughout the game. 

START. — The game is started by the teacher or referee tossing 
the ball in the air between two opposing players in court nine, 
each facing his own basket. Each player tries to send the ball 
toward his own basket, others playing upon the ball immediately. 

RULES AND POINTS OF PLAY. — The ball may be thrown for a 
basket from any of the courts. In other words, it is not necessary 
for the ball to be passed to a player in court two to be thrown for 
the red basket, or to court six in order to be thrown to the blue 
basket, though that may be a desirable play. Experience has 
shown, however, that when a player on the Blue team is standing 
in one of the courts farthest away, even in court two, it is not usually 
wise to throw to court six by way of the center (court nine), as too 
much massing of players results. The Blue team player in court two 
will often find it better to throw the ball to a player of this team 



Ball Games 391 

in court one or three, and so on around the outer edge to court six ; 
although there is no rule to prevent throwing the ball wherever 
a player pleases. As a general rule, the more zigzag the path 
of the ball, the more open the game. Short passes make a better 
game than long ones. 

Players must remain in their own small courts except when 
progressing. It is optional, however, whether any penalty shall 
be attached to momentary stepping over the lines between small 
courts in the excitement of rapid catching and passing. This 
point should be decided before the game opens, and would probably 
be used only with experienced players. No player may step over the 
outer boundary lines, except to get the ball when it goes afield. 
A throw for a basket made with even one foot outside of the outer 
boundary lines is a foul. 

Guarding is done by holding the hands or arms over the 
opponent's ball to hinder the aim, but neither the ball nor the 
holder of it may be touched. Only one player is allowed to guard 
a thrower, no matter how many players may be in the small court 
where the thrower stands. The two opponents who first pair off at 
the opening of the game when places are assigned, act thereafter as 
guards one to the other, no other players being allowed to fill that 
office. 

When two players have possession of a ball, the one who touched 
it first has the right to it. If this cannot be decided instantly, the 
ball is thrown up between them as at the start of the game, the 
nearest player tossing it. For a good game this rule should be 
strictly enforced, no discussion over the possession of a ball being 
allowed. 

When the ball goes outside of the outer boundaries of the court, 
only one player may go after it. All of the players in the small 
court through which it left this boundary may start for it, but the 
first one over the line continues and secures the ball. Players from 
other courts may not try to get a ball that thus goes afield. When a 
ball has gone afield, the player picking it up must throw it from 
the point where it is picked up to any court player. No running or 
walking with the ball is allowed in thus returning the ball to the 
courts. 

In playing on the ball, no player is allowed to hold the ball or 



392 



Ball Games 



to run or walk with it. A player may turn around quickly with the 
ball, but must throw it at once. A player transgressing these rules 
must give the ball to his opponents — that is, to the opponent who 
has been paired o£f with him. 

FOULS. — No scoring is made on the fouls. Transgression of 
any of the rules given above is punished by giving the ball to the 
opponents, the transgressor in each case giving it to the opponent 
paired off with him. 

SCORE. — A team scores one point each time that it makes a goal. 
The game is played on time limits, the team winning which has the 
highest score at the end. Where a large number of players is 
divided into two parties to take turns at playing, the time limits 
for each are generally ten minutes; with such rest intervals 
the two parties may play indefinitely. Where all of the players 
are engaged in one game the period may be anywhere from thirty 
to sixty minutes. 

OVER AND UNDER RELAY 

10 to 100 players. 

Playground; gymnasium; schoolroom. 

Balls; bean hags; substitutes. 

This game is a combination of Arch Ball and Stride Ball. 

The players stand in two or more files, the files containing an 
equal number of players. The game is a passing relay, the files 
competing against each other. The leaders of each file have two 
balls, bean bags, or blackboard erasers. At a signal, a ball (or 
whatever is used) is passed back over the heads of the players until 
it reaches the last one in the line, who keeps it. The leader counts 
ten after the ball leaves his hands and at once passes back the second 
ball between his feet, the players bending over to pass it along. 
When this reaches the last player, he runs forward with a ball in 
each hand and takes his place at the head of the line, which moves 
back one place to give him room. At once he passes one ball back- 
ward overhead, counts ten, and passes the other between his feet. 
This continues until the original leader, who has been gradually 
backing to the rear of the line, reaches the front again, carrying 
both balls. The line wins whose leader first accomplishes this. 



Ball Games 



393 



This game has some admirable exercise in it, keeping the players 
bending and stretching alternately. Quick play should be en- 
couraged. When played in a schoolroom alternate aisles should be 
kept clear that the runners may use them in running to the front 
of the room. 



OVERTAKE ^ — 

20 to 60 players, 

2 halls or bean bags. 

Playground; gymnasium; schoolroom. 

OBJECTS OF GAME. — This is a toss and catch game between a 
captain and the players of his team who are lined up around a 
square alternating with the players of an opposing team. The 
objects of the game are (i) to 
complete the round of tossing 
and catching quicker than the 
opponents; (2) to "overtake" 
or outdistance the bag or ball 
which the opponents are 
tossing. 

FORMATION. — When played 
in a gymnasium, a well-defined 
square should be marked, 
around which the players take 
their places. The size may 
vary with the number of 
players and their skill in 
throwing to and catching from 

the captain who stands in the center. In the schoolroom the 
players stand around the room next the wall, outside a line marked 
on the floor, within which they may not go. 

TEAMS. — Any number from twenty to sixty may play. Forty 
is an especially good number. 

The players are evenly divided into two teams, preferably desig- 
nated by colors; or the players of one team may each tie a hand- 
kerchief on one arm to distinguish them. Polo caps of a colored 
cheese cloth are a serviceable device. If it be used in the school- 



E 

X 


oundary for catchers 


X 


1 

] • 


, 


] Ol CD 




® 


1 
1 


laa 




]i^ 


X 


I — 


]□;□ 




]!• 





1 






]ix 


X 


1 

• 


-^----'BOUNDARY TOR 

1 1 


"T 


HERS 





Overtake 



394 ^^11 Games 

room, each player may easily keep such a cap in his or her desk. 
Corresponding colors for the two bean bags or balls are also desirable. 

One player from each team is chosen for captain and stands 
in the center, the two captains being side by side and moving 
around each other within a small circle drawn on the floor, as be- 
comes necessary for the shifting direction of the play. The other 
players of each team are numbered consecutively, and take their 
places alternately around the square, the two Numbers One stand- 
ing opposite each other. A referee is also desirable who should 
start the game, announce score, and award points to the opposing 
team when fouls are made. The referee may act as scorer, or, if 
there be a separate scorer, announce the points for scoring. The 
referee should also pick up any dead (dropped) ball and toss it to 
the captain of the team. 

START. — The game starts, on a signal from the referee, with the 
captains standing back to back in the center, each facing the Number 
One player of his team. At the signal each captain tosses his ball 
to his Number One, who at once tosses it back to him; the captain 
then tosses it to the next player of his team standing on Number 
One's right, and he tosses it back. The play is thus continued 
around the entire square until the captain tosses it again to his 
Number One, which is called getting the ball "home." The two 
balls are thus being played around in the same direction, following 
each other; and one of the main features of the game is to have 
a ball "overtake" that of its opponents. In the next inning or 
round the balls may follow in the opposite direction (to the left). 

RULES AND POINTS OF PLAY. —Players may lunge or "fall out" 
when tossing or catching, if one foot be left without the boundary. 

Players may stoop or jump to catch a low or high ball, but may 
not advance beyond the boundary. 

One or both hands may be used in tossing or catching. 

A dropped ball is returned to play by the referee, who tosses it 
to the captain. 

If a captain drops a ball or bag three times, he changes places 
with Number One player of his team; this captain, failing three 
times, changes with Number Two, and so on. 

Every ball dropped scores for the opponents, as stated under 
"Score." 



Ball Games 395 

An opponent may interfere, but with one hand only. 
FOULS. — It is a foul — 

a. To use the arms in any way to Interfere with a player who does 
not hold the ball. 

h. To grasp the clothing or persori of an opponent. 

c. To use both hands for interfering. 

d. To drop the ball. \ 

e. To send the ball afield. \ 

All fouls are penalized by the opponents' scoring one point, except 
for a ball that goes afield (outside the boundaries) : that scores 
two points for the opponents. A ball dropped inside the boundaries 
scores one point for opponents. 

SCORE. — A ball which ''overtakes" (passes) the opponents' ball 
scores five points. 

The ball that first makes the circuit and gets back to Number 
One player of its team, or ''home," scores two points. 

Fouls score one point for the opponent, except when a ball goes 
afield, which scores two points for the opponents. 

The game is won on a score of ten points. 

This game was originated and copyrighted by Mrs. Elizabeth R. Walton, 
of Washington, D.C. It received honorable mention in a competition tor 
schoolroom games conducted by the Girls' Branch of the Public Schools Athletic 
League of New York City in 1906. It is here published by the kind permission 
of its author. 

PASS BALL RELAY 

10 to 100 players. 

Flay ground; gymnasium. 
Basket ball. 

Any number of teams may compete, but should contain an equal 
number of players. The teams line up in single file, and the game 
consists in a competition between them in passing a basket ball 
backward overhead, followed by a short run for each player in turn. 

A starting line is drawn across the playing space, behind which 
the teams line up. The players in a team must not stand close 
enough together to touch. An objective point or goal, such as 
a basket, is placed in front of each team at a good running distance, 
— at least fifty or seventy-five feet if the space admits of it. On 
an athletic field a player not on the team may be stationed to serve 



39^ Ball Games 

as this objective point. Good form at the opening of the game 
calls for the teams to be lined up with the balls resting on the ground 
in front of the first players. On the starter's signal, " On your 
mark!" the first players toe the starting line with both feet; on 
the next signal, " Get ready ! " they raise the balls overhead, but 
not to be touched by the next players until put in play on the 
final signal. When the starter says " Go ! " the first player hands the 
ball backward overhead to the next player, and each one in turn 
passes it in a similar way down the line. When the last player re- 
ceives the ball, he runs forward with it around the goal, returns, and 
passes it to the player at the head of the line, when it again travels 
backward to the rear as before. A returning player may hand the 
ball to the front player, either facing him or turning with his back to 
him and passing the ball overhead ; but he may not toss it to him. 
A returning player takes his place at the head of the line, toeing the 
line, the file moving backward one step to make room for him. The 
original leader of the line will thus move gradually backward until 
he is at the rear of the file ; he will be the last runner forward, and 
should be plainly marked with a sash diagonally across the breast 
to aid the judges in distinguishing him. When he receives the 
ball, he runs forward with it around the goal like his predecessors, 
but on his return, instead of lining up and passing the ball back- 
ward, dashes with it over the finish line. The finish line should 
be a tape (strand of worsted) stretched parallel with the starting 
line, but three feet to the rear of the files. Should the playing space 
not admit of this, the starting line may be used as a finish line. 

Should the ball be dropped as it is passed down the line, the 
player next behind the one who last touched it must leave his place 
in the line, pick up the ball, return, and put it in play from where 
it left the line. If so rectified, this dropping of the ball does not 
score as a foul. 

There should be a judge of fouls for each team and two judges at the finish. 
One foul is scored against a team for — 

1. Every player who does not touch the ball as it is passed backward. 

2. Every player (except a returning player) who turns to face the next one 
and hand the ball instead of passing it backward overhead. 

3. A returning player tossing the ball to the head of the file. 

4. The head player standing forward of the starting line. 

5. A runner touching the goal as he encircles it. 



Ball Games 



397 



The teams win in the order of finishing if there be no fouls. One foul dis- 
qualifies a team unless the competing teams have made an equal or greater 
number of fouls. In such a case the teams win in the order of finishing, plus 
consideration of the smallest record on fouls. A team finishing second, for 
example, with no fouls, would win over a team finishing first with one or more 
fouls. 



Teams 


Order of Finishing 


Number of Fouls 


Order of Winning 


A 


I 


3 




B 


4 


2 


Third place 


C 


2 


2 


Second place 


D 


3 


O 


First place 



These rules are used by the Girls' Branch of the Public Schools Athletic 
League of New York. 



PIG IN A HOLE 

10 to 6o players. 

Playground; seashore; gymnasium. 

Basket hall. 

Each player should be provided with a stick about three feet long. 
This may be made by whittling branches, or a gymnasium wand 

or piece of broomstick - 

may be used. A hole 
is dug in the ground 
measuring twelve or fif- 
teen inches in diameter. 
All of the players but 
one stand in a circle 
around this, with sev- 
eral feet between each 
two players so that they 
may move freely. Each 
player digs a small hole 
in the ground in front 
of his place in the cir- 
cle, the hole to measure 
about four inches in di- 
ameter. The game is 
played with a basket ball 



8MALL.H0LES EOR 8XI.CK8 



O 



HOLE FOR PIQ 



D 



Pig in a Hole 



although a smaller ball may be used, 



39^ Ball Games 

in which case the center hole need not be quite so large, though 
it should be somewhat larger than the ball used. 

The game consists in the odd player trying (i) to get the ball 
(the '^ pig") into the center hole with his stick, which all of the other 
players will try to prevent; and (2) the odd player trying to be 
released from his position by placing the end of his stick in one of 
the small holes belonging to one of the circle players, which he can 
only do when the player in question has his own stick out of it. 

The game starts by all of the players putting their sticks in the 
center hole under the ball. They count, "One, two, three!" 
and on the last word all lift the ball with the sticks and then rush 
for the small holes, each player placing the end of his stick in a 
hole. As there is one less hole than the number of players, one odd 
player will be left out. It thereupon becomes his duty to drive the 
pig into the hole from whatever point it may have landed through 
the combined effort and toss with which the game opened. The 
circle players try to prevent the pig getting into the hole by blocking 
its passage with their sticks. They may not kick it or play upon 
it in any other way. The odd player will try to ward off the inter- 
ference of the sticks by clearing a way in front of the ball with his 
own. The other players may leave their places at any time to 
block the passage of the ball ; but this is a dangerous thing to do, 
for the odd player may at any moment leave his work with the ball 
and place his stick in one of the vacant holes. It therefore behooves 
the circle players to leave their holes unguarded only when there 
is imminent danger of the ball entering the center hole from that 
side of the ring, or when a good opportunity comes for aggressive 
play to drive the ball out of the ring, which should also be one 
of their objects. 

It is not necessary for a player to return to his own hole after hav- 
ing removed his stick from it. Any hole may be taken by any 
player, and much of the interest of the game lies in the freedom 
with which players will move about and take chances in this way. 

If the driver succeeds in getting his pig in the center hole, he is 
considered to have won, and the game begins again. Should the 
driver succeed in placing his stick in an unoccupied hole in the 
circle, the odd player thus left out must become driver, 

FOR THE GYMNASIUM. — This game may be adapted to the gym- 



Ball Games 399 

nasium by drawing chalk circles in place of those that would be dug 
in the ground out of doors. The same rules apply for the game, 
which may be played either with a basket ball or a bean bag. 

This game is found in many countries. Several of the forms of play here 
given are from the Chinese. It is an old traditional game in England and popu- 
lar there to-day. 

PROGRESSIVE CAPTAIN BALL 

(See Captain Ball V.) 

PROGRESSIVE DODGEBALL 

(See Dodgeball.) 

RING CALL BALL 

(See also Call Ball.) 
10 to 50 or more players. 
Playground; gymnasium. 
Hand ball; bean bag. 

This game is similar in some respects to Call Ball, but being 
played in a circle formation, is much simpler and less difi&cult and 
exciting, being suited particularly to younger players. 

The players form a circle, with one in the center, who throws a 
ball in the air, at the same time calling the name of one of the circle 
players. The one called must run forward and catch the ball before 
it bounds more than once. If he catches it, he returns to the circle. 
If he does not catch it, he changes places with the thrower. 

ROLEY POLEY 

(Hat Ball) 
5 to 20 players. 

Playground; gymnasium. 

Hand ball; bean bag. 

A row of holes three or four inches in diameter is made in the 
ground, with about one foot space between. There should be one 



400 Ball Games 

hole less than the number of players. Boys' caps may be placed in 
a similar row instead of digging holes. Parallel with the row of 
holes, and about twenty feet away from it, a base line is drawn. 
A pile of pebbles (called ''babies") should be collected before the 
game begins. 

The game consists primarily of rolling a ball into one of the 
holes or caps, followed by ball tag, and a scoring with the pebbles. 
The players stand each a little distance behind a hole except one, 
who is chosen to be the first roller. He rolls the ball from the base 
line into one of the holes or caps. Immediately he and all of the 
players except the one into whose hole the ball has fallen, run, 
scattering in any direction. The one to whose lot the ball has fallen 
lifts the ball as quickly as possible, calling "Stand !" as soon as he 
has it in his hand. The running players must halt when they 
hear this order, and the one who holds the ball tries to hit one of 
them with it from where he stands If he succeeds in doing so, one 
of the pebbles is put in the cap of the player who is hit. Should 
he miss hitting any one, a pebble is put in his own cap. Should 
the player who tries to roll the ball into one of the holes or caps 
miss getting it in, a pebble is put in his own cap, and he makes 
other trials until he succeeds. When a player is hit by the ball, he 
becomes roller, and all of the others return to their places. The 
game continues until one player gets six (or ten) stones {" babies ") 
in his hole or cap. When this happens, he must be "court-mar- 
tialed," that is, stand with his face against a wall or fence and 
let each player take three shots at him with the rubber ball, the 
first time with the thrower's eyes closed and then with them open. 
The distance of the throwers from the fence is determined by the 
victim's throwing the ball at the fence three times so it will rebound ; 
the farthest point to which the ball rebounds becomes the throwing 
line for the court-martialing. If no fence or wall be available, the 
throwing is done from an agreed distance at the back of the victim. 

This game may be played by drawing a series of circles on the 
ground or floor in place of the holes or cap, and sliding a bean bag 
into them. This form is serviceable for a gymnasium. 



Ball Games 401 

ROUND BALL 

20 to 60 players. 

Playground; gymnasium; schoolroom. 
Hand hall; basket hall. 

This is an advanced form of Circle Ball, there being two com- 
peting teams in a circle, with wide spaces between. 

The players form in a circle, drop hands, and step backward 
two paces to make an interval between players. They number 
off in twos. The first Number One is captain for the Ones, and 
the first Number Two is captain for the Twos. Each captain has 
a ball. The game consists in throwing the ball around the circle, 
the ball started by captain Number One going only to the players 
of that number, and the ball started by captain Number Two to 
the players who bear his number. 

The party wins whose ball first completes the circle five times. 
Each time that the captain receives the ball he calls out a number 
corresponding to the number of times the ball has circulated, 
" One " for the first time, '' Two " for the second, etc. The play 
should be rapid. Any player dropping the ball must pick it up 
and throw in regular form. 

The game may be varied by requiring different methods of 
throwing and catching, such as catching with the right hand, left 
hand, both hands, etc., if a hand ball be used ; or throw from below, 
above, or pushing straight from the chest if a basket ball be used. 

RUSSIAN HOLE BALL 

J to 10 players. 

Out of doors; seashore; snow. 
Ball; bean hag; stone. 

This game is played with one small ball, in size anywhere from 
that of a golf to a tennis ball. If played in the snow, a hard frozen 
snowball may be used, or a stone will do. 

A series of holes is made in the ground, sand, or snow, large enough 
to contain the ball. These holes are placed in a straight line, 
one beyond the other, about three feet apart, there being as many 



402 Ball Games 

holes as there are players. All holes are numbered, corresponding 

to the numbers of the players, from one to ten, or whatever the 

maximum may be. About ten feet from the first 

\S) hole, and at right angles to the row, a straight line 

is drawn on the ground, behind which the players 

(4) stand to throw. The first player stands directly 

in line with the row of holes and throws for one of 

(q\ them. This is a toss of the ball. The ball scores 

for the player according to the number of the hole 

in which it falls, and this number also designates 

the next player. For instance, if the ball falls in 

the third hole, it scores three for the first player, 

who at once gives place to Number Three, who in 

turn has one throw. Should this ball fall in hole 

number five, it scores five for this player, and the 

fifth player will have the next turn. The game 

may be played according to score, the one first 

scoring twenty-five or fifty winning ; or it may be 

played according to time, the one having the 

THROWING BASE f J O > O 

Russian Hole highest score at the end of fifteen or twenty 
Ball minutes being the winner. 

This is one of the few games that may be adapted to the snow 
or to the damp sand of the seashore, though it may be played 
anywhere out of doors where holes can be dug. 

This game comes from th^ Russian province of Bessarabia, which formerly 
belonged to Turkey. 

SCHOOLROOM DODGEBALL 

(See Dodgehall.) 



SCHOOLROOM VOLLEY BALL 

10 to 60 players. 

Gas hall. 

The players are divided into two teams, and the players in each 
team number consecutively. A net or string is placed across the 
schoolroom, dividing it into two equal parts. The top should be 




Ball Games 



403 



SIX feet from the floor. The game consists in batting the ball 
with the hand back and forth over the string, a point being 
scored by either team whenever its opponents allow the ball to 
touch the floor. The ball may be batted (not thrown) in any 
way, but by only one hand at a time. 

The players stand in the aisles, each having a required place 
in which to stand. 

The game starts by No. i on either side serving the ball ; that is, 
tossing it up with the left hand, and batting it with the right, trying 
to get the ball over the net or string to the opposing side. 

Two fouls in succession ' (failing to bat the ball over the net) 
changes the serve to the other side ; otherwise, the server continues 
until the ball is returned by the opposite side and not returned 
by the server's side. When this happens, the serve changes 



FRONT OF ROOM 


1 1 1 1 r 1 


1 1 1 1 1 1 


-K ^ ^ 


Os 


1 II III 


1 11 III 


i< -Jc '-^ ' 


000 


l.„^^l II N 


i II III 


^C=ltL=D:CZDi 


000 
III 1 1 J 


M.-k'k g 





1 II LI It 


1 II lit 


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000 


1 1 1 1 1 1 


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000 


^czn 1 II J 


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Schoolroom Volley Ball 

to No. I of team 2, then to No. 2 of team i, then to No. 2 of 2, 
etc. 

The game continues until all players have served ; or the game 
may be played with time limits ; that is, the team wins which has 
the highest score at the end of a ten- or fifteen-minute period. 

Every time that the ball touches the floor (not a desk) it scores 
against that side on which it falls, counting one point for the 
opposing team, irrespective of which team served the ball. 

This schoolroom adaptation of Volley Ball was made by Miss Mabel L. 
Pray of Toledo, Ohio, and received honorable mention in a competition for 
schoolroom games conducted by the Girls' Branch of the Public Schools Ath- 



404 Ball Games 

letic League of New York City in 1906. The game is here published by kind 
permission of the author, and of the Girls' Branch, and of Messrs. A. G. Spald- 
ing & Brothers, publishers of the handbook in which the game first appeared. 

/ SPUD 

10 to 100 players. v 

Playground; gymnasium. 
Any soft hall or bean bag. 

This is a combination of Call Ball and Ball Tag, with scoring and 
penalties added. It is very popular with boys of almost any age. 

The players stand in a group, with one in the center holding the 
ball. The center player drops the ball, at the same time calling the 
name of one of the other players. All but the one called immedi- 
ately scatter, as they are liable to be tagged with the ball. The player 
called secures the ball as quickly as possible, and tries to hit one 
of the other players with it. He may not run to do this, but must 
stand where he secured the ball. If he misses, he secures the ball, 
stands where he gets it, and tries again, the other players fleeing 
from him as before. If he hits a player, that one immediately 
secures the ball, tries to hit some one else with it, the second one 
hit tries to hit a third, and so on. 

Whenever a player misses hitting another with the ball, it is called 
a " spud," and counts one against him. When any player has three 
spuds against him, he must stand twenty feet from the other players, 
with his back to them, and they each have one shot at him with the 
ball. The victim then starts the play again from the center of the 
ground. 

SQUARE BALL 

8 to j2 players. 

Playground; gymnasium. 

Basket ball. 

GROUND. — The ground is marked out in one large square with 
a base at each corner, and, should there be enough players, with 
bases at intervening points along the line of the square. 



Ball Games 



405 



PLAYERS. — The players are divided into two equal parties, one 
of which takes places on the bases at the corners or other points 
outlining the square; the other party assembles in the center of 
the square and is on the defensive. 

OBJECT. — The ball is thrown from one to another of the party 
on the bases, always, however, following the lines of the square and 
not its diagonals. The chief object of the game, however, is for 
this outer party to interrupt this circuit of the ball by suddenly 
throwing it so as to hit one of the center players. The object of 
any center player who is hit 
is, in his turn, to hit with the 
ball any member of the outer 
party, who all turn and flee 
as soon as a center man is 
hit. 

POINTS OF PLAY. —The 
ball is started at any point 
among the outer party or 
basemen. This party will 
use considerable finesse in 
throwing, such as apparent 
attempts to throw the ball 
around the square, thus 
misleading the center players 
as to their intention and taking them unaware when aiming for 
the center. The more rapidly the ball is kept in motion the better. 
The center party, in their turn, will find it advisable to scatter 
considerably, which will diminish the chances of being hit. They 
will also avoid proximity to any player in the outer party who 
happens to have the ball. The center party will thus have to be 
very alert and keep moving considerably, even when the ball is 
not directed at them. The ball may be avoided by dodging, 
jumping, stooping, or any other maneuver except by leaving the 
square. 

Whenever a center player is hit by the ball, the outer party are 
in danger of being hit in turn, and must all run immediately in any 
direction to avoid this. A center player who is hit picks up the ball 
as quickly as he can and calls "Halt!" When this call is heard, 



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Square Ball 



4o6 Ball Games 

the fleeing runners must stand still, and the center player, who now 
holds the ball, tries to hit one of them with it. 

SCORE. — The scoring of the game is done entirely according to 
whether the center player hits or misses his opponent in this throw 
of the ball after he has called a halt. Every player thus hit scores 
one for the center party. Every throw made and missed under these 
circumstances scores one for the opponents or outside party. The 
party wins which first scores twenty-five. 

This game is also played without score, any member of the outer 
party hit by a center man being obliged to join the center party. 
In this form the game ends when all of the outer players have 
been so recruited. 



STOOL BALL 

5 to 20 players. 
Playground; gymnasium. 
Hand hall. 

A stool, box, or inverted pail is set in an open place, and from 
ten to twenty feet away from this a throwing line is drawn. One 
player is appointed stool defender, and stands beside the stool. It is 
well also to appoint a scorer and linesman, to disqualify any players 
who cross the throwing line, and one player to stand behind the 
stool defender and return the balls that may go afield. The players, 
in turn, throw the ball from the throwing line in an effort to hit the 
stool. The stool defender tries to prevent this by batting the ball 
away with his hand. If the ball hits the stool, the one who threw 
it changes places with the stool defender; if the ball be batted by 
the defender and caught by another of the players, the one catch- 
ing it changes places with the stool defender. The object of the 
stool defender should therefore be not only to hold his place by 
preventing the ball from hitting the stool, but to bat it in such a way 
that the other players may not catch it. 

This game has been very successfully adapted by adding scoring 
as a feature of it ; in which case any player hitting the stool with 
the ball, or catching it when it is returned by the stool defender, 
scores one point, while the stool defender scores one for each time 



Ball Games 407 

he successfully prevents the ball's hitting the stool. The player 
wins who has the highest score at the end of the playing time. 

This is one of the old games that has come down through centuries. Chroni- 
cles of Queen Elizabeth's reign tell of the Earl of Leicester and his train setting 
forth to play the game, though it is supposed to have originated with the milk- 
maids and their milking stools. In Sussex the game is played with upright 
boards instead of a stool, forming a wicket as in Cricket. It was formerly 
for women and girls as popular as the game of Cricket for boys and men, 
and the rules of play are quite similar. 

STRIDE BALL 

(Straddle Club) 
10 to 100 players. 

Playground or gymnasium. 

Any hall; Indian dub; bean hag. 

The players are divided into two or more groups which compete 
against each other, each having a ball. Each group stands in single 
file in leapfrog position, feet wide apart to form a tunnel through 
which the ball is passed. The first players (captains) of each 
file toe a line drawn across the ground, and at a signal put the ball 
in play by passing it backward between the feet. When players 
become expert, one long shot will send the ball to the end of the line. 
The other players may strike it to help it along as it passes them if it 
goes slowly. Should the ball stop, or go out of bounds at any place, 
the player before whom this occurs must put it in play again, starting 
it between his feet. When the ball reaches the rear of the file, the 
last player runs with it to the front, the line moving backward quickly 
one place to make room for him, and immediately rolls the ball 
back again between the feet. This is repeated until the "captain " 
is the last player. He runs forward with the ball, places it on a 
marked spot twenty feet in front of his line, and returns to his place 
at the head of the file. The file wins whose captain is first to return 
to his original position. 

Should there not be space for a point at which to leave the ball, 
the game may be finished by the last player holding up the ball 
when it reaches the end of the line, or by his running forward with 
it to the head of the line. 



4o8 Ball Games 

An Indian club instead of a ball makes a much more skillful game, 
the club being shoved over the ground, neck first. It is much more 
difficult to guide than a ball, requires greater deliberation for a long 
shot, and more easily stops or goes out of bounds. A basket ball 
or smaller ball may be used. 

This is one of the best games for training self-control under 
excitement, as the precision needed for a long shot, especially with 
the Indian club, is very difficult under the circumstances. 

TEN TRIPS 

6 to 21 players. 
Playground, 
Baseball; tennis hall. 

This game is a competition between two or more teams, and 
consists in rapid pitching and catching of a base or tennis ball 
by each team. 

A team consists of three players, two of whom stand a long 
throwing distance apart (thirty yards or more), with the third 
player (Number One) halfway between and on a line with them. 
Number One (the pitcher) starts the game on a signal by throw- 
ing the ball to one of the end players (Number Two) ; he throws 
it over the head of the pitcher to the opposite end player (Num- 
ber Three), who throws it back again to Number Two, and he 
makes the last throw, sending it to the center player, or pitcher. 
Number One, from whom it started. This is called one trip, 
and the pitcher, as he catches it, calls out " One ! " or " One 
trip ! " and immediately begins the next round. The players 
standing in the following order, 2, i, 3, the order of the throwing 
is thus, I, 2, 3, 2, I. Ten trips complete a game. 

The competing teams stand in line sideways with the first 
team, and the pitchers of all teams- start at once on a signal. 
The team wins which first completes ten trips. Any number 
of teams may play at once. 

This game is very popular at Williams College, where it probably 
originated. 



i\ 




TETHER BALL 
By kind permission reprinted from Spalding^s Athletic Library 



Ball Games 409 

TETHER BALL 

2 to 8 players. 
Out of doors. 

This is one of the most delightful and vigorous games, espe- 
cially adapted to small playing space, a plot twenty feet square be- 
ing enough for it. The paraphernalia for the game consists of a 
wooden pole placed upright, so that it shall stand ten feet above 
the ground. The pole must be embedded deeply enough to be 
perfectly firm during the strain of the play. It will probably need 
to be about three feet below the surface. A pole should measure 
seven and a half inches in circumference at the ground, and should 
taper toward its upper end. A black stripe should be painted 
around it six feet above the ground. 

To the top of this pole a ball is attached by a stout linen cord 
or fishing line. The ball should be preferably a tennis ball, and 
should have a netted cover, by means of which it is attached to the 
cord. No metal should be used around it in any way. The cover 
may be knotted or crocheted of heavy linen cord or fish line. When 
hanging at rest, the ball should be seven and a half feet from the 
top of the pole, and two and a half feet from the ground. The 
ball is played upon by tennis rackets in the hands of two 
players. 

A tether-ball outfit, consisting of pole, ball, cord, and mark- 
ing ropes, with staples for the ground as hereinafter specified, may 
be had for from three to four dollars, the ball alone, with cover and 
cord, costing about seventy-five cents, and the pole from one dollar 
to a dollar and a half. It is particularly desirable to have the 
specially made ball and cord for this game, but any of the para- 
phernalia may be improvised, the pole being cut from a sapling, 
and even the bats whittled from strips of thin board about the size 
of a shingle. 

On the ground around the pole a circle should be drawn three 
feet in radius; that is, six feet in diameter. A straight line twenty 
feet in length should bisect the circle to separate the territory for the 
players. In addition to the circle and line, two spots should be 
marked on the ground, from which the ball is served. These should 



410 Ball Games 

be at the ends of an imaginary line crossing the first line at right 
angles, and should be six feet from the pole, one on each side of the 
ground. 

Where there are more than two players, they are divided into 
two opposing groups, each member of a team or group stepping 
forward, in turn, to play with the member of the opposite team. 
Only these two play upon the ball during one game. 

The game consists, on the part of one player, in trying to wind 
the cord with the ball attached around the pole above the line by 
batting it with his tennis racket. The opponent tries (i) to inter- 
fere and reverse the action of the ball by batting it in the opposite 
direction, and (2) for his part to wind the ball around the pole in his 
direction. 

The players toss rackets or resort to some other method of choos- 
ing sides of the ground. The game starts with each player on his 
service point; the player who lost in the toss for choice of ground 
has the first service. The player who has the choice of ground has 
also the choice of direction in which to wind the ball. 

The ball is then put in play by the server, who may hit the ball 
but once. Should he fail to send it across the line with his first 
serve, he loses his serve and the opposite player has the ball. The 
players have each one strike at the ball in turn. It is sometimes 
possible to send the ball so high and with so much force that it will 
wind around the pole in one stroke, before the opponent can hit it 
with his racket. Of course such strokes should be the endeavor of 
both sides. 

Should a player fail to hit the ball, the opponent has the next 
turn, either on service or after the ball is once in play. 

Each player must keep entirely on his own side of the dividing 
line, both with his feet, his arms, and his racket. Neither player 
may step on or over the circle about the pole. If the string winds 
around the handle of a racket of one of the players, it is a foul. It 
is also a foul for the string to wind about the pole below the black 
mark, and counts against the player in whose direction it is wound ; 
that is, if it winds in the direction in which he is trying to send the 
ball. Penalty for transgression of any of the above rules (fouls) is 
allowing the opponent a free hit from his service mark. When a 
ball is taken for service in this way, if it has to be either wound or 



Ball Games 



411 



unwound on the pole a half turn, so as to reach the other side, it 
shall be unwound. 

The game is won when the string has been entirely wound 
around the pole above the limit line. When there are but two 
players, the one wins who has the majority out of eleven games. 
Where there are more than two players, the team wins which has 
the greatest number of games to its credit at the end of from two 
to five rounds, as may be decided at the opening of the series. 



THREE HOLES 

2 to 10 or more players. 
Out of doors; seashore. 
Small hall. 

This game is played by rolling a ball about the size of a golf 
ball into holes made in the ground. Three holes are made by 
spinning on the heel. They should be in a straight line, at a distance 
of from six to fifteen feet apart. At the same distance from 
them and at right angles to them, a line is drawn from which 
the players roll their balls. The first player stands with his 
heel on the bowling line and rolls his ball into hole number one. 
If successful, he takes his ball out of the 
hole, places his heel in the hole, and rolls 
the ball to hole two. If successful, he re- 
peats this play for hole three, and then 
turns around and rolls the ball back again 
into hole two and then into hole one. 
Having done this, he starts again at the line 
and rolls the ball successively into each of 
the three holes until he reaches number 
three a second time. When this is accom- 
plished, he has won the game. 

The probabilities, however, are that the 
player will not succeed in making the 
holes so quickly as here described. When- 
ever a player's ball fails to get into a hole, he leaves it where 
it lies and gives place to the next player. The next player has 



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S' ROLLING HUE 



Three Holes 



412 Ball Games 

the choice of aiming for the hole or for his antagonist's ball, the 
latter being a desirable play if it lies in a position that makes a 
shorter roll than to his own. Having hit this ball, he then rolls 
from that position to the hole. Should he fail to make either 
his opponent's ball or the hole, his ball must lie where it 
stopped, and the next player takes a turn. A skillful player 
will be able to play on his antagonists' balls so as to serve 
his own in making short rolls between holes. Whether the play 
be interrupted by failures of different players or not, the player 
wins who first rolls his ball up the line, down again, and back 
to the third hole, as first described. 



TOSS BALL 

10 to 60 players. 

Schoolroom. 

Gas ball; bean bag. 

This game should be played with a light gas ball or a bean bag, 
which the teacher holds, standing in the front of the room. All of the 
players are seated. The teacher throws the ball suddenly in any 
direction at any player, who must stand at once to catch the ball and 
immediately toss it back to the teacher. A player failing to catch 
the ball, or catching it without standing, has one point counted 
against him. Any player having failed in this way three times is 
out of the game and must take his place at one side of the room set 
apart for that purpose. As the game progresses, one outside row 
of seats or the rear row across the room may be reserved for the 
players out of the game, other rows being added as needed. 

This game may also be played with a pupil tossing the ball in- 
stead of the teacher. Any player failing to catch the ball, or catch- 
ing it while seated, changes places with the thrower instead of being 
out of the game, as when the teacher throws. The thrower stands 
always in the front of the room. Both methods make a good 
game. 

A large part of the interest of this game lies in the rapidity of 
the play and the unexpectedness with which the ball is thrown 
in any given direction. 



^ 



Ball Games 413 

TREE BALL 



5 to 15 or more players. 

Out of doors. 

Football; hand hall; bean bag. 

This game is a form of Ball Tag, and may be played with any 
light-weight football, or with a bag or sack jQlled with leaves or grass. 

Each of the players but one chooses a tree, as for the games 
Puss in the Comer or Ball Puss. The object of the game for the 
odd player is (i) to kick the ball so as to tag one of the tree men 
with it, and (2) to secure a tree for himself, which he may do when 
no one else has it. The object of the tree players should be not 
only to avoid the ball by dodging, which may include running 
around the trees, but they should also try to exchange places as 
frequently as possible, their prowess in this way serving as an 
aggravation to the odd man. The game should be played where 
there is not much undergrowth, and under such conditions may be 
very lively and full of sport. 

This game may also be played with a hand ball or bean bag. 
This should be tossed instead of kicked. The game differs from 
Ball Puss in that the players are tagged by the ball while at their 
stations instead of while changing. 

VOLLEY BALL 

(See also Schoolroom Volley Ball.) 
2 to 30 players. 
Playground; gymnasium. 
Volley ball. 

This game consists in keeping a large ball in motion back and 
forth across a high net by striking it with the open palm. The ball 
must not be allowed to touch the floor. 

GROUND. — For large teams this game should be played 
on a ground measuring fifty feet long and twenty-five feet wide. 
For smaller teams a smaller ground will answer. 



414 



Ball Games 



A tennis net, or net two feet wide, preferably the latter, is 
stretched across the center of the ground, from side to side, 

extending one or two feet beyond 
the boundaries on either side. The 
upper edge should be from six 
feet six inches to seven feet six 
inches above the ground. 

PLAYERS. — Any number of players 
up to thirty may play. The players 
are evenly divided into two parties, 
which scatter over their respective 
courts without special arrangement. 
There is a captain for each side 
An umpire is desirable. 

OBJECT OF THE GAME. — The ob- 
ject of the game for each party is 
to keep the ball in lively play toward 
its opponents' court, as each party 
scores only on its opponents' fail- 
ures to return the ball or keep it in 
the air. 

The ball is put in play by being 
served by the party which is to score. The service of the ball, 
and with it the privilege of scoring, pass to the opponents 
according to the rules described hereinafter. 

START; RULES FOR SERVICE. —The ball is put in play by being 
served by a member of one side, who should stand at the rear of his 
court with one foot on the rear boundary line and the other behind 
the line. From this position the ball is tossed upward lightly from one 
hand and batted with the palm of the other hand toward or into 
the opponents' court. 

Each server has two trials in which to send the ball into the oppo- 
nents' court. The service being over a long course with a compara- 
tively heavy ball, the following privileges are allowed: a served 
ball may be assisted on its course by any two other players on the 
server's side; no player so assisting the ball on the serve may strike 
it more than twice in succession, and the server under such circum- 
stances may not strike it more than once ; but should the ball then 



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Volley Ball 



Ball Games 415 

fail to land in the opponents' court, the server loses his second 
serve. 

In serving, the ball must be batted at least ten feet by the server 
before being touched by any other player on his side. 

No *' dribbling" is allowed in serving. 

A successful server continues serving until his side allows the 
ball to touch the floor, knocks it out of bounds, or fails to return it 
to the opponents. A server may also lose as follows : 

If a returned ball hits a player on the server's side and bounces 
into the opponents' court, it is considered in play. If it hits such 
a player and does not bounce into the opponents' court, the server 
is out, losing his second trial. 

If the ball hits the net during service, it is counted a dead ball and 
loses the server one of his trials. 

If a served ball falls oustide the opponents' court, the server 
loses his turn. 

The players on a side take turns in serving. 

RULES OF PLAY. — The ball must always be batted with the open 
palm. The ball should be returned by the opponents before it can 
strike the ground. Any number of players may strike the ball to 
send it across the net, but no player may strike more than twice in. 
succession. Having struck the ball twice, a player may resume his 
play only after some other player has struck it. The ball is thus 
volleyed back and forth across the net until one side fails to return 
it or allows it to touch the floor, or until it goes out of bounds. 
A ball is put out of play by hitting the net in returning after a serve. 
A ball which bounds back into the court after striking any other 
object except the floor or ceiling is still in play. It is permissible 
to strike the ball with both hands at once (open palms). 

If a player touches the net at any time, the ball is thereby put out 
of play. Should this player be on the serving side, his side loses 
the ball and it goes to the opponents. Should this player be on 
the receiving side, the serving side scores one point. Should the 
net be touched simultaneously by opponents, the ball is thereby 
put out of play and the serving side serves again. 

No dribbling is allowed at any time through the game ; i.e. no 
keeping the ball in the air by one player hitting it quickly and 
repeatedly. 



4i6 Ball Games 

In sending the ball across the net, players should aim for an 
unprotected part of the opponents' court, or try in other ways to 
place them at a disadvantage. 

SCORE. — This is entirely a defensive game, the score being made 
on opponents' fouls and failures. Aside from fouls, only the serv- 
ing side scores. A good serve unreturned scores one point for the 
serving side. A point is similarly scored by the serving side at any 
time when the opponents fail to return a ball which is in play. 
Failure of the serving side to return a ball to the opponents' 
court merely puts them out; that is, the serve passes to the 
opponents, but no score is made on the failure. Should a player 
touching the net be on the receiving side, the serving side scores 
one point. A ball sent under the net is out of play and counts 
against the side which last struck it, their opponents scoring one 
point. If the ball strikes any object outside the court and bounds 
back, although it is still in play, it counts against the side which 
struck it out, their opponents scoring one point. A ball sent out 
of bounds by the receiving side in returning a service scores one 
point for the serving side. One point is scored for the opponents 
whenever a player catches the ball, or holds it for even an instant. 
The game consists of twenty-one points. 

WALL BALL DRILL 

(See also Hand Ball Drill.) 
2 to 10 players. 

Out of doors; gymnasium. 

Hand hall. 

This drill consists in throwing a ball against a wall, and catching it, with 
the following variations. It may be used for individual play, or for com- 
petition between two players, or as a game for large numbers. When used for 
large numbers, the players should be divided into several teams of equal num- 
bers, each player throwing in turn for as many feats as he can perform without 
failure, each successful feat or play scoring one point for his team. He gives 
place to the next player upon failing. 

Each play should be first performed by allowing the ball to bounce 
once on the ground before catching it; later it should be caught 
without the bound. 



Ball Games 417 

1. Throw the ball against the wall, let it bounce once, and catch 
it; repeat this three times. 

2. Throw, and clap hands three times before catching. 

3. Throw, and twirl the hands around each other before catching. 

4. Throw, and clap hands and touch the right shoulder. 

5. Throw, clap hands, and touch the left shoulder. 

6. Throw three times with the right hand and catch with the 
same hand. 

7. Throw three times with the left hand and catch with the same 
hand. 

8. Throw with the right hand and catch with the right with the 
palm downward (knuckles up, "dog snack" fashion). 

9. Throw with the left hand and catch with the left in the same 
manner as in 8. 

10. Throw, clap the hands, touch the right knee, and catch. 

11. Throw, clap the hands, touch the left knee, and catch. 

12. Throw the ball; clap the hands in front, behind, in front 
again, and catch the ball. 

13. Throw, lift the right knee, clap the hands under it, and catch. 

14. Throw, lift the left knee, clap the hands under, and catch. 

15. Throw, turn around, and catch. 

WAR 

10 to 60 players. 

Flay ground; gymnasium. 

Basket hall. 

Two concentric circles are drawn at each end of the playground, 
the size of the circles depending on the number of players. When 
there are thirty on each side, the diameter of the inner circle should 
be fifteen feet and that of the outer circle thirty feet. The inner 
circle is the fortress, and the space between the two circles is the 
trench. Behind each trench is drawn a prison ten feet square. 
The rest of the floor is the battlefield. The players are divided 
into two teams, which take possession of the two fortresses. Then 
one side advances to attack the fortress of the other side. The 
attacking party has a basket ball, which represents ammunition. 



41 8 Ball Games 

The object is to throw the ball in such a way as to strike within 
the opponents' fortress. The assailants surround the trench and 
pass the ball among themselves until a favorable opportunity offers 
for a well-directed shot. By making this preliminary passing of 
the ball very rapid, the enemy is confused as to the quarter from 
which the ball may be expected. If one of the assailing party 
enters the enemy's trench, he may be tagged, and so become a 
prisoner, being placed in the prison and therefore out of the play* 
If the shot (throw of the ball), when finally made for the enemy's 
fortress, be successful, the assailing party scores one, and all of its 
men who are held prisoners are set free. 

The defending party during the attack stand within their trench 
or their fortress, as they see fit, and try to block the ball. If at any 
time the ball falls into their hands, they immediately rush out in an 
attack on the enemy's fortress at the opposite end of the ground, 
and in transit may tag with the ball, and so make prisoners of, 
as many of the enemy as they can touch. The enemy must there- 
fore, when a ball lands within its opponents' fortress, flee immediately 
for the safety of its own fortress. The attacking en route may 
be done either by throwing the ball or by touching the opponent 
with the ball held in hand ; but it may only be done with the ball 
and not with the hand alone. 

When the opposite fortress has been reached, the attacking party 
tries to throw the ball within it, and the game goes on as before. 
Members of the defending party may at any time go outside of 
their trench to get the ball, but run great risk of being made prisoners 
in doing so by having the ball thrown from the enemy so as to hit 
them. When a ball is aimed for this purpose, if the player at whom 
it is aimed touches or intercepts it in any way, he is a prisoner. Of 
course he may dodge it. 

Each single point that is made is called a battle, and the side 
that wins the greater number of battles within the time limit wins 
the game. 

This game was originated by Mr. J. E. Doldt, and is here printed by kind 
permission of members of the Alumni Association of the Boston Normal School 
of Gymnastics, from their book, One Hundred and Fifty Gymnastic Games, y 



Ball Games 419 



ZIGZAG GAMES 

These games may be played with any kind of a ball or with bean bags. 

There are several forms of Zigzag Ball. The simpler forms are useful in 
getting young players or those unused to play accustomed to the skill of han- 
dling balls. The more complicated forms make very lively games, interesting to 
players of any age. The dififerent games are played in line and circle forma- 
tion. The main characteristics of the different line forms are as follows : — 

(i) The players are divided into groups of two ranks each, each group 
forming a separate team. The ball is zigzagged from one rank to another of 
a group without skipping any players. The groups are competitive, as in relay 
races. 

(2) The players stand in groups of two lines each, but these groups are com- 
posed of two different teams, the alternate players of one rank and the alternate 
players of the opposite rank forming one team, and the intervening players of 
the two ranks another. 

(3) The players are divided into groups, as in the first form, each group con- 
sisting of one team arranged in two ranks which face each other, but the ball 
is zigzagged by skipping every alternate player as it works its way to the end of 
the line in one direction, and is tossed by these skipped players on its return to 
the front, thus forming a double zigzag. 

Other forms of the game are also here given; namely, the Circle Zigzag, 
and the Zigzag Overhead Toss, in which latter game the ball is tossed over the 
heads of intervening ranks, the players of alternate ranks belonging to the 
same party. 

In all of these forms the game may be made more lively and complicated by 
advancing from the use of one ball to that of two or more. The kind of ball 
used will also make a great difference in the play, anything from a bean bag to 
a basket ball or medicine ball being suitable. Where bean bags are used, it is 
desirable to have different colored bags for the different teams. 



CIRCLE ZIGZAG 

12 to 60 players. 

Playground; gymnasium; schoolroom. 

Basket hall; hand hall; hean hag. 

This is a game of zigzag ball (or bean bag) between concentric 
circles, two balls being used, going in opposite directions. The 
players stand in two concentric circles, facing each other, each circle 
numbered by twos. The first Number One in the outer circle and 
the first Number Two in the inner circle have each a ball. These 
are put in play at a signal, the play consisting in throwing the balls 



420 



Ball Games 



backward and forward in a zigzag line from one circle to the other, 
the Numbers One in the inner circle throwing to the Numbers 
One in the outer, and Numbers Two in the inner to Numbers Two 
in the outer. The inner circle should start its ball to the right; 
the outer circle should start its ball to the left. The Number One 




party or the Number Two party wins according to which first 
completes the circle three times. 

If desired, the Numbers One may each tie a handkerchief on 
one arm to distinguish them from the Numbers Two. 

This game may be made more interesting and require much more 
alertness on the part of the players by putting more balls into play. 
This may be done by the starters starting a second ball around the 
circle as soon as the first has reached the third player. In this way 
several balls may be used at once. 

As in all zigzag games, each player should observe closely before 
the game begins from which player he is to catch the ball, and to 
which player he is to throw. This will facilitate the rapidity of 
the play, a feature on which much of the sport depends. For 
very young or unskilled players the action should be rather slow, 
especially when the game is being learned. 



Ball Games 



421 



LINE ZIGZAG— I 

20 to 100 players. 

Playground; gymnasium; schoolroom. 

Any ball; bean bag. 

The players are divided into two or more groups which compete 
against each other. Each group is divided into two ranks, the 



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X 





X 




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X 


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Zi^x 


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TEAM 1 




TEAM II 



Line Zigzag — 1 

players standing side by side, with a distance of from two to five 
feet between each two players. The ranks of a group face each 
other, with a distance of five feet between them. One rank should 
stand farther to the rear than its vis-a-vis, so that each player is 
opposite a space instead of a player. 

The first player in one rank of each group has a ball. At a 
given signal this is thrown to the first player in the opposite rank. 
This player throws it quickly to the second player of the first rank, 
and so on in zigzag form to the end of the line, where the ball is 
immediately sent back again in the same way to the front. The 
group which first gets its ball back to the head wins. 



422 



Ball Games 



When players have had a little practice with one ball, two 
or more should be used, the starters 
starting the second ball down the line 
as soon as the first ball has reached the 
third player. Where several balls are 
used in this way, the last player of the 
line must hold the balls until all are 
received before starting them on their 
return journey. 

LINE ZIGZAG — 11 

20 to 100 players. 

Playground; gymnasium; schoolroom. 

Any ball; bean bag. 

In this form of zigzag ball the players are 
all in two ranks, which comprise two compet- 
ing teams, rather than in groups of two ranks 
each, as in the preceding game. The players 
of one team alternate with the players of the 
opposing team in each of the two ranks. The 
balls will cross in starting and repeatedly there- 
after unless one should outdistance the other. 

The players form in two ranks which 
face each other, with five feet space be- 
tween. The players in each rank 
should be from two to five feet apart. 
Each rank numbers off in twos, the 
first player of one rank starting with number " one," and the first 
player of the second rank starting with number "two." The 
players stand so as to face each other directly, instead of facing a 
space between the players of the opposite rank, as in the previous 
form of this game. This will bring a Number One facing a Number 
Two all the way down the ranks. If desired, the Numbers One may 
each tie a handkerchief on one arm to designate them, though this 
help to memory detracts much from the alertness demanded and 
cultivated by the game as well as from its sport, and may be dis- 
pensed with after players have become slightly familiar with the 
game. 




Line Zigzag — II 



Ball Games 423 

The first player in each rank holds a ball. At a signal this is 
thrown to the first player of his own party in the opposite rank, 
who as quickly as possible throws it to the second player of his party 
in the rank from which he received it, etc. 

For instance, the starter who belongs to the Number One team 
will throw to the first Number One player opposite him ; this will 
be the second player in that rank. He, in turn, will throw to the 
second Number One player in the rank facing him ; this will be the 
third player in that rank. In other words, the Number One party 
zigzags the ball between all of its members to the end of the line 
and back again to the front, and simultaneously the Number Two 
party does the same thing with another ball. The party wins 
whose ball first gets back to the front. 

After some practice, more than one ball may be used, in which 
case the last player in each party will have to hold the balls 
until the last one is received before starting them on their return 
journey. 



LINE ZIGZAG — III 

(Double Zigzag) 
20 to 100 players. 

Playground; gymnasium; schoolroom. 
Any ball; bean bag. 

This form of zigzag ball is a combination of the two previously described. 

The players are divided into groups which compete against each 
other. Each group is divided in turn into two ranks which stand 
facing each other at a distance of five feet, the individual players 
being from two to five feet apart. 

The players in each rank number off in twos, beginning at the 
head with different numbers, so that a Number One in each 
rank will stand opposite a Number Two in the opposite rank. 

One or more balls are used and are thrown to alternate 
players, Numbers One throwing to each other all down the 
''^e, and the Numbers Two throwing to each other all the 



424 



Ball Games 





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TEAM 1 


TEAM ri 



Line Zigzag— III 



way back. There should be 
nothing to distinguish the 
players from one another, 
each being dependent on his 
own memory and alertness to 
know to whom he is to throw 
the ball and from whom he is 
to receive it. The particular 
success of this game lies in 
having a very considerable 
number of balls in play at 
once. In this form the balls 
do not have to accumulate at 
the foot of the lines before 
being returned to the head, 
as the last Number One player 
to receive the ball tosses it 
directly across to the last 
Number Two player, who 
begins at once to zigzag it 
up the line. 

The group wins which first 
succeeds in getting all of its 
balls back to the head of the 
line. 



ZIGZAG OVERHEAD TOSS 

20 to 100 players. 

Playground; gymnasium; schoolroom. 

Hand hall; basket hall; hean hag. 

This game is a variation of Zigzag Ball, and is more difficult and 
interesting for older players. The players are divided into two 
parties, best distinguished by colors — say Red and Blue. The two 
parties stand in even ranks alternately about five feet apart; for 
instance, the Red party will form ranks one and three, and will play 



Ball Games 



425 



together, facing each other, while the Blue party will form ranks 
two and four, which will face each other and play together. 

The first player in each party has a ball which is put in play 
upon a signal by being tossed over the heads of the intervening 
rank to Number One in the other rank of his party. This player 
tosses the ball back to Number Two in the first rank, and so the 
ball is tossed in zigzag form from one player to another in ranks 



Q Q Q Q Q 9 P 

1 A /" /^ / /^ /■■ 




RED TEAM 



Zigzag Overhead Toss 

of the same color until it reaches the end of the line, when it is 
zigzagged back to the starting point in the same way. This is 
all done over the heads of an intervening rank of the opposite color. 
Simultaneously the competing team is playing in the same way. 

The party wins which first gets the ball back to the starting point. 

With a large number of players the number of ranks may be 
increased beyond four if desired. 

This game may be made more interesting and require much more alertness 
on the part of the players by putting more balls into play. This may be done 
by the starters starting a second or more balls, tossing down the line as soon as 
a predecessor has reached the third player. When this is done, the game is 
won (a) by the party whose last player at the foot of the line is first to receive 
the last ball ; or (b) the last player may accumulate the balls and return them 
to the front in reverse order, the party winning which first gets its last ball back 
to the original starter. 



INDEX 



GAMES FOR ELEMENTARY SCHOOLS 

This grading of the games for schools indicates the lowest grade in which, on an 
average, a game is found to be suitable, its use being intended in any succeeding 
grade also. The so-called " quiet " games are not necessarily noiseless, but are dis- 
tinguished from the games in which there is running or much moving around. 
Most of the quiet games are intended for schoolroom use, many of them for small 
groups that may assemble before the opening of a session. 

lA. First Year (first half), (6-7 years old). 



Playground 

PAGE 

Duck Dance, The 264 

Itisket, Itasket 268 

Jack be Nimble 114 

Kitty White ....... 274 

Looby Loo 280 

Muffin Man 282 

Mulberiry Bush 283 

-^^Railroad Train 164 

Rihgmaster ^ . 167 

Round and Round went the Gal- 
lant Ship 13 

Slap Jack 178 

Snail 292 

Squirrel in Trees 185 



Schoolroom 

PAGE 

Cat and Mice 59 

Changing Seats — I 63 

Did you ever see a Lassie? . . 261 

Good Morning 99 

Hide the Thimble 104 

Jack be Nimble 114 

Looby Loo 280 

Muffin Man 282 

Mulberry Bush 283 

Railroad Train 164 

Ringmaster . 167 

Slap Jack 178 

Squirrel and Nut 184 

Squirrel in Trees 185 



iB. Fkst Year (second half), (6-7 years old). 



Playground 

Charley over the Water .... 65 

Crossing the Brook 74 

Did you ever see a Lassie? . . 261 

Do this, Do that 75 

Farmer in the Dell 265 

Jacob and Rachel 115 

Kaleidoscope 122 

Leaves are Green 276 

Lost Child, The 130 

Round and Round the Village . 290 

Teacher and Class 316 



Schoolroom 



Circle Seat Relay 71 

Crossing the Brook 74 

Do this. Do that 75 

Farmer in the Dell 265 

Huckle, Buckle, Bean Stalk . . 109 



Kaleidoscope 



Lost Child, The 130 

Round and Round the Village . 290 
Teacher and Class 316 



427 



428 



Index to Elementary Schools 



2A. Second Year (first half), (7-8 years old). 



Playground 



Schoolroom 



Bird Catcher, The 
Buying a Lock . . 



52 
58 



Cat and Rat 60 

Hand Ball Drill — I (Elementary) 380 

Moon and Morning Stars . . . 133 

Midnight 133 

Oats, Peas, Beans 287 

Puss in the Circle 164 

Ring Call Ball _ 399 

Wee Bologna Man 204 



Automobile Race 48 

Bird Catcher, The 52 

Buying a Lock 58 

Hand over Head Bean Bag . . 310 

Hand Ball Drill — I (Elementary) 380 



Oats, Peas, Beans 287 

Wee Bologna Man 204 



2B. Second Year (second half), (7-8 years old). 
Playground 



Schoolroom 



Bean Bag Board . 
Center Catch Ball 
Circle Ball . . , 



Drop the Handkerchief . . 
Flowers and the Wind, The 
Frog m the Middle . . . 



Hunting 

Let the Feet go Tramp 
Letting out the Doves 
London Bridge . . 



304 
355 
356 

80 

96 

267 
276 
129 
278 



Bean Bag and Basket Relay 
Bean Bag Board .... 



Changing Seats . . 
Drop the Handkerchief 



303 
304 



63 

80 



Fox and Squirrel 93 



Letting out the Doves 
London Bridge . . . 
Simon Says .... 



3A. Third Year (first half), (8-9 years old). 



Schoolroom 

Bean Bag Circle Toss . 
Bean Bag Ring Throw . 

Draw a Bucket of Water 

Have you seen my Sheep ? 

Hopping Relay Race 



Playground 

Bean Bag Circle Toss .... 305 

Bean Bag Ring Throw .... 306 

Center Base 354 

Draw a Bucket of Water . . . 263 

Have you seen my Sheep ? . . . 102 

Hill Dill 105 

Hopping Relay Race 106 

I say, " Stoop ! " 113 

Nuts in May 285 

Puss in a Corner 163 

Single Relay Race 175 

Tommy Tiddler's Ground . . . 197 

Water Sprite 203 

3B. Thurd Year (second half), (8-9 years old). 

Playground Schoolroom 

Bean Bag Box 305 | Bean Bag Box 

Ball Chase 324 



I say, "Stoop!" 
Line Ball . . 
Puss in a Corner 



129 

278 
235 



305 
306 

263 

102 

106 

113 
384 
163 



d,os 



Index to Elementary Schools 



429 



Playground 

Call Ball 33^ 

Chinese Chicken 68 

Dodgeball (Informal) 363 

Follow Chase 88 

Follow the Leader 89 

Fox Trail, Single Rim .... 95 

Jumping Rope — I 118 

Lame Fox and Chickens . . . 124 

Line Zigzag 421 

Prisoner's Base — I 157 

Shadow Tag 173 

Shuttle Relay 173 

Stoop Tag 190 

Who goes round my Stone Wall? 206 



Schoolroom 

Chinese Chicken . . . 



68 



Flower Match 222 

Follow the Leader 89 

Horns 223 



Line Zigzag 421 

Old Man Tag 142 

Schoolroom Tag 172 

Tag the Wall Relay 192 

Weathercock 204 



4A. Fourth Year (first half), (9-10 years old). 

Playground 

All-up Relay 45 

Animal Chase 46 

Arch Ball 321 



Bag Pile 303 

Corner Spry 360 

Farmer is Coming, The ... 85 

Guess Who . 100 

Home Tag 106 

Hunt the Fox no 

Roley Foley 399 

Slap Catch . 178 

Stealing Sticks 188 

Target Toss 315 



Schoolroom 
All-up Relay 45 



Arch Ball 321 

Bag Pile 303 

Corner Spry 360 

Guess Who 100 

Naughts and Crosses . •• . . 229 

Slap Catch 178 

Target Toss 315 

Vaulting Seats 202 



4B. Fourth Year (second half), (9-10 years old). 

Playground 

Bear in the Pit 50 

Bunch of Ivy 57 



-Schoolroom 



Captain Ball — II or III . . 341-4 

Catch of Fish 61 

Catch the Cane 62 

Criss-cross Goal 307 

Cross Tag 75 

High Windows 104 

Hunt, The no 

Leapfrog Race 129 

Numbers Change 139 



Balloon Ball 325 

Blackboard Relay 53 

Catch the Cane 62 

Criss-cross^<?pal 307 

Home Run 384 

Leaf by Leaf 227 

Thimble Ring 194 



430 



Index to Elementary Schools 



Playground 

Pass Ball Relay 395 

Potato Race, 151 or 152 or Po- 
tato Shuttle Relay 154 

Step 188 



Schoolroom 
Observation. . 139 

Potato Race ..... 151 or 152 

Tip Tap Toe 237 



5A. Fifth Year (first half), (lo-ii years old). 

Playground 
Arch Goal Ball 323 



Schoolroom 



Basket Ball Distance Throw . . 329 

Club Snatch 72 

Drive Ball 375 

Dumb-bell Tag 83 

Fire on the Mountains .... 86 

Fox Trail, Double Rim .... 93 

Japanese Tag 116 

Jumping Rope — II 119 

Leader and Footer 127 



Over and Under Relay . 



392 



Stride Ball 407 

Third Slap 195 

Triple Change 200 

Wall Ball Drill 416 



Buzz 218 

Blackboard Relay 53 

Dumb-bell Tag 83 

Going to Jerusalem 98 

Kaleidoscope 122 

My Lady's Toilet 138 

{See also Spin the Platter) 

Over and Under Relay .... 392 

Scat 234 

Schoolroom Dodgeball .... 369 



5B. Fifth Year (second half), (lo-ii years old). 
Playground 

Ball Puss 327 

Balloon Goal 326 

Baste the Bear 49 

Black Tom 54 

Circle Dodgeball 364 

Hound and Rabbit 107 

How Many Miles to Babylon . . 108 



Kaleidoscope 122 



Schoolroom 

Ball Puss 329 

Balloon Goal 327 

Blackboard Relay 53 

Cat Party 219 



Jump the Bean Bag 311 

Kaleidoscope 122 

Last Man 126 

Leaf by Leaf j2J2£/l. . 

Passing Race 312 



Toss Ball 412 



Passing Race 312 

Pebble Chase 145 

Stone 190 

Three Deep 196 

(See also Third Man and Last Man) 
Wood Tag 209 

6A. Sixth Year (first half), (11-12 years old). 

Playground Schoolroom 

Beast, Bird, or Fish ..... 217 

Ball Stand 328 Blackboard Relay 53 

Body Guard 56 Catch Basket 307 



Index to Elementary Schools 



431 



Playground 

Double Dodgeball 365 

Every Man in his Own Den . . 83 

Fist Ball 376 

Garden Scamp 97 

Jumping Rope — III . . . . 121 

Last Couple Out 125 

Line Zigzag — II or III . . 422-3 

Partner Tag 145 

Prisoner's Base — II, III, or IV . 158 

Skin the Goat 176 



Schoolroom 

Desk Relay 309 

Hands Up, Hands Down . . . 221 

London 228 

Recognition 235 

Spin the Platter 183 

{See also My Lady's Toilet) 

Vaulting Relay 317 



6B. Sixth Year (second half), (11-12 years old). 



Playground 

Barley Break 48 

Center Club Bowls 355 

Chickidy Hand 67 

Curtain Ball 361 

Progressive Dodgeball .... 366 

Duck on a Rock 81 

Football Tag 379 

Hand Football 382 

Indian Club Race 112 

Jumping Relay Race 117 

Jump the Shot 122 

Old Woman from the Wood . . 143 
{See also Trades) 

Red Lion 165 

Round Ball 401 

Sun Dial 190 

Stake Guard 186 



Schoolroom 

Blackboard Relay Race 



Schoolroom Dodgeball 



Find the Ring 



Jumping Relay Race . . 

Old Woman from the Wood 
{See also Trades) 



S3 

369 
220 

117 
143 



Round Ball 401 



Zoo 



7A. Seventh Year (first half), (12-13 y^^**^ old). 
Playground 

Black and White 52 

Bombardment 334 



Fence Tag 85 

Keep Moving 270 

Oyster Shell 143 

Poison 148 

Rolling Target 169 

Saddle the Nag 171 

Slipper Slap 179 

Third Man 194 



Schoolroom 

"B"Game 215 

Blackboard Relay 53 

Black and White 52 



Keep Moving 270 

Last Man 126 



Nimble Squirrel 230 

Slipper Slap 179 



432 



Index to Elementary Schools 



7B. Seventh Year (second half), (12-13 y^^^^ old). 

Playground Schoolroom 



Dumb Crambo 219 

Emperor Ball 346 

Forcing the City Gates .... 89 

Fox and Geese 92 

Hand Ball Drill — II .... 381 

Line Club Bowls, Double . . . 385 

Mount Ball 387 

Odd Man's Cap 140 

Pass and Toss Relay (Single Line) 313 

Pinch-o 146 

Volley Ball 413 

Wand Tug of War 203 

Whip Tag 205 

Zigzag Overhead Toss .... 424 



Bend and Stretch Relay . . 


. 50 


Dead Ball 


. 361 


Dumb Crambo 


. 219 


Line Club Bowls, Double . . 


. 2>^S 


Literary Lore 


. 227 



Schoolroom Volley Ball .... 402 
Up, Jenkins! 239 



8A. Eighth Year (first half), (13-14 years old). 



Playground 

All Run . , 321 

Battle Ball 331 

Catch and Pull Tug of War . . 60 

Chinese Chicken 68 

Circle Race 69 

Circle Relay 70 

Line Zigzag — III 423 

Maze Tag 131 

Nine-court Basket Ball .... 388 

Overtake 393 

Poison Snake 149 

Round Ball 401 

Square Ball 404 

War 417 



Schoolroom 

Blackboard Relay . . 



Cross Questions . 
Hen Roost . . . 
Minister's Cat, The 



S3 



221 

225 
229 



Overtake 393 



Schoolroom Captain Ball 
Sketches 



353 
238 



SB. Eighth Year (second half), (13-14 years old). 



Playground 

Bound Ball 336 

Boundary Ball 335 

Chinese Wall 68 

Circle Club Bowls 357 

Circle Zigzag 419 

Double Relay Race 76 

Japanese Crab Race 115 

Line Club Bowls, Single . . . 386 

Master of the Ring 131 

Pass and Toss Relay (Double Line) 314 

Pig in a Hole 397 

Stool Ball 406 

Tossing Wands 198 

Wand Race . 202 



Schoolroom 

Author's Initials . . . 
Blackboard Relay Race . 
Crambo 



Double Relay Race . . 
Line Club Bowls, Single 



215 

53 

218 



76 
386 



Prince of Paris 232 



Wand Race 202 



GAMES FOR PLAYGROUITDS, GYMNASIUMS, AND LARGE 

NUMBERS 

The term " playground " is here used to designate a general outdoor play space of 
liberal area. The open country or a village would be just as suitable for many of 
the games, though with few exceptions they may be played in limited territory. 
With the exception of the hide-and-seek games almost all are equally suitable for 
both playground and gymnasium. The list includes games for players from kinder- 
garten age to adults, and for both large and small numbers. For games for 
players of different ages, see Index for Elementary and High Schools. 

In the column indicating which games are suited to large numbers, the figures 
indicate the largest number with which the game may be well played. Still larger 
numbers of players may participate, but the group method is advisable for so many. 

MISCELLANEOUS ACTIVE GAMES 







For 






For 








Large 






Large 








Num- 






Num- 








bers 


Page 




bers 


Page 


All-up Relay . . 




60 + 


45 


Chicken Market . . 




66 


Animal Blind Man' 


s Buff 


30+ 


46 


Chickidy Hand . . . 


. 30 + 


67 


Animal Chase . 


. 


30 + 


46 


Chinese Chicken . . 


30 + 


68 


Arrow Chase 


• • 




47 


Chinese Wall . . . 
Circle Race .... 


60 -h 
30+ 


68 
69 


Barley Break . 


. 




48 


Circle Relay .... 


60-1- 


70 


Baste the Bear . 


. 


30 + 


49 


Clam Shell Combat . 


30 


71 


Bear in the Pit . 


. 


30 + 


50 


Club Snatch .... 


60 


72 


Bird Catcher 


. 


60 


52 


Cock Stride .... 




74 


Black and White 


. 


100 


52 


Cross Tag .... 


30 + 


75 


Black Tom . . 




30 + 
100 


54 
55 


Crossing the Brook 


60-1- 


74 


Blind Bell . . 






Blind Man's Buff 




30 + 


55 


Do this, Do that . . 


60 + 


75 


Body Guard 




30 + 


56 


Double Relay Races . 


100 


76 


Bull in the Ring 


. 


30 + 


56 


Drop the Handkerchief 


30 + 


80 


Bunch of Ivy 


, 


60-1- 


57 


Duck on a Rock . . . 


30 + 


81 


Bung the Bucket 


. 


30 


57 


Dumb-bell Tag . . . 


30 + 


^Z 


Buying a Lock . 


• • 


30 + 


58 


Every Man in his Own 






Cat and Rat . . 


. 


30 + 


60 


Den 


30 + 


83 


Catch and Pull 


Tug of 




Exchange 


30 + 


84 


War .... 




100 
30 + 


60 
61 


Farmer is coming, The . 


30 + 




Catch of Fish . 


.' 


85 


Catch the Cane 


, 


30 + 


62 


Fence Tag 


30 + 


85 


Cavalry Drill . 


. . 


100 


62 


Fire on the Mountains . 


30 -H 


86 


Centipede . 






65 


Flowers and the Wind, Th 


e 30-h 
30 + 


87 
88 


Charley over the W 


ater . 


30 + 


Follow Chase . . . . 


Chickadee-dee . 


. . 




65 


Follow the Leader . . . 


60 + 


89 



435 



436 Index, Playgrounds, Gymnasiums, Large Numbers 



Large 
Num- 
bers Page 



Forcing the City Gates 

Fortress 

Fox and Geese . . . 
Fox Trail, Double Rim 
Fox Trail, Single Rim 
French Tag .... 
Frog in the Middle 



30+ 
100 
30 + 
30 + 

60 + 
30 + 



Indian Club Race 
I say, "Stoop!" 
I Spy ... . 



Jack be Nimble 
Jacob and Rachel . 
Japanese Crab Race 
Japanese Tag . . 
Johnny Ride a Pony 
Jumping Relay Race 
Jumping Rope — I 

(small single rope) 
Jumping Rope — II 

(one large rope) 
Jumping Rope — III 

(two large ropes) 
Jumping Rope — 

IV (large and small 

ropes) .... 
Jump the Shot . . 



100 



90 
92 
93 
95 
96 
96 



Garden Scamp .... 30+ 97 

Going to Jerusalem . . 60+ 98 

Good Morning .... 60+ 99 

Guess Who ..... 30+ 100 

Gypsy loi 

Hang Tag 100 loi 

Have you seen my Sheep? 30+ 102 

Hide and Seek .... 103 

Hide the Thimble ... 60 104 

High Windows .... 30+ 104 

Hill Dill 30+ 105 

Hip 30+ 105 

Home Tag 60+ 106 

Hopping Relay Race . . 100 106 

Hound and Rabbit . . 60+ 107 
How Many Miles to 

Babylon? 100 108 

Huckle, Buckle, 

Bean Stalk .... 60 109 

Hunt, The . ... 30+ no 

Hunt the Fox .... 60+ no 

Hunt the Slipper . . . 30 -f in 



100 112 

60+ 113 

30+ "3 

60+ 114 

30+ IIS 

60+ 115 

60+ 116 

60 116 

60+ 117 



Large 
Num- 
bers Page 



118 



100 .119 

100 121 



121 
6o4- 122 



Lady of the Land . . 
Lame Fox and Chickens 
Last Couple Out . . 
Leader and Footer 
Leapfrog . . . . 
Leapfrog Race . . . 
Letting out the Doves 
Lost Child, The . . 

Master of the Ring 
Maze Tag .... 
Menagerie .... 
Midnight .... 
Moon and Morning Stars 
Mother, may I go out to 

Play? 

Mother, Mother, the Pot 

boils Over . . . 
My Lady's Toilet 



Numbers Change . 

Odd Man's Cap . 
Old Buzzard . . 
Old Woman from 

Wood . . 
Oyster Shell . 



the 



Kaleidoscope 



30- 



Par ... . 
Partner Tag . 
Pebble Chase 
Pinch-o . . 
Pitch Pebble 
Poison . . 
Poison Snake 
Pom Pom Pull-away 
Potato Race . . . 
Potato Shuttle Relay 
Potato Spoon Race. 
Prisoner's Base . . . 

Prisoner's Base — I 
Prisoner's Base — II 
Prisoner's Base — III 
Prisoner's Base — IV 
Prisoner's Base — V 
Puss in a Corner . 
Puss in the Circle . 

Railroad Train . . 
Red Lion .... 
Relay Races . . . 

All-up Relay . 

Circle Relay . 

Double Relay . 



30 + 
30 + 
60 + 

100 

100 4- 
30 + 
30 + 

30 + 
100 
60 -f- 
30 + 
30 + 



30 + 



123 
124 

125 

127 
127 
129 
129 
136 

131 
131 
132 

^33 
133 

134 

135 
138 



30+ 139 

30+ 140 
30+ 141 

60+ 143 
100 143 

30+ 144 
100 14s 

30+ 145 
30+ 146 

147 
30+ 148 

30+ 149 

30+ 149 

100 151-2 

100 154 

60 155 

30+ 157- 

161 

30+ 157 

30+ 158 

30+ 159 

30-1- 161 

30-}- 161 

30+ 163 

30+ 164 

100 164 
30+ 165 
60—100 

45 
70 
76 



ndex, Playgrounds, Gymnasiums, Large Numbers 437 



Large 
Num- 
bers Page 

Potato Races . . . 151-155 

Shuttle Relay . . . 100 173 

Single Relay ... 175 

Ring-a-lievio 30+ 166 

lingmaster 60+ 167 

Jobbers and Soldiers . . 100 168 

(tolling Target .... 30 169 
Round and Round went 

the Gallant Ship . , . 30+ 170 

:lun, Sheep, Run . . . 30+ 170 

Saddle the Nag . . . . 30+ 171 

Sardines 30+ 172 

Seeking for Gold . . . 234 

Shadow Tag 60+173 

Shuttle Relay .... 100 173 

Single Relay Race . . . 100 175 

Skin the Goat .... 176 

Skyte the Bob .... 177 

Slap Catch 30+178 

Slap Jack 30+ 179 

Slipper Slap 30+ 179 

Smuggling the Geg ... 30 + 180 

Spanish Fly 30 + 182 

Spans 183 

Spin the Platter . . . . 30+ 183 

Spooning 30 184 

Squirrel in Trees . . . 100 185 

Stage Coach 60+ 185 

Stake Guard ...... 30+ 186 

Stealing Sticks .... 30+ 188 

Step 30+ 188 

Still Pond, No More Mov- 

_^ ing 30+ 189 

Stone 30+ 190 

Stoop Tag 60+190 

Sun Dial 190 



Large 

Num- 
bers 



Page 



Tag Games 60+ 191 

Ten Steps 30+ 193 

Thimble Ring . . . . 30+ 194 

Third Man 100 194 

Third Slap 30+ 195 

Three Deep 60 196 

Tommy Tiddler's Ground 30+ 197 

Tossing Wands . . . . 60+ 198 

Trades 60+ 199 

Tree Party 60 199 

Triple Change .... 60+ 200 
Tug of War {See Catch 
and Pull Tug of War 
and Wand Tug of War; 
also Contests for Two, 
under ** Feats and For- 
feits.") 

Under the Cuckoo's Nest 30 201 

Wand Race 30+ 202 

Wand Tug of War . . . 100 203 

Water Sprite 30+ 203 

Wee Bologna Man, The . 60+ 204 

Whip Tag 30+ 205 

Who goes round my Stone 

Wall? 30+ 206 

Wolf 30+ 208 

Wood Tag 30+ 209 



Quiet Games 

See Section on Quiet 

Games 215 



SINGING GAMES 



Did you ever see a Lassie ? 
Draw a Bucket of Water 
Duck Dance, The 
Farmer in the Dell 
Hunting . . 
Itisket, Itasket 
Keep Moving 
King of France 
Kitty White . 
Leaves are Green 



60+ 261 

60+ 263 

30+ 264 

30+ 265 

60+ 267 

30+ 268 

60+ 270 

60+ 273 

30+ 274 

60+ 276 



Let the Feet go Tramp 
London Bridge 
Looby Loo . 
Muffin Man . 
Mulberry Bush 
Nuts in May 
Oats, Peas, Beans . 
Round and Round 
Village .... 
Snail 



the 



60+ 276 

30+ 278 

60+ 280 

30+ 282 

60+ 283 

60+ 285 



60 



287 



30+ 290 
60+ 292 



43 8 Index, Playgrounds, Gymnasiums, Large Numbers 



BEAN BAG GAMES 





Large 






Large 






Num- 






Num- 






bers 


Page 




bers 


Page 


Bag Pile 


loo 


3<^3 


Pass and Toss Relay 






Bean Bag Board . . 


30 + 


304 


(Single Line) . . . 


60 


313 


Bean Bag Box . . . 




305 


Pass and Toss Relay 






Bean Bag Circle Toss 


30+ 


305 


(Double Line) . . . 




314 


Bean Bag Ring Throw 


60 + 


306 














Target Toss 


60 


31.') 


Criss-cross Goal . . . 


60 + 


307 


Teacher and Class . . 


60 


316 


iPassing Race . . . . 


100 


312 









GAMES FOR EITHER BALLS OR BEAN BAGS 



All Run 3o-f 321 

Arch Ball 100 323 

Arch Goal Ball .... 60 321 

Call Ball 30-f 338 

Center Catch Ball . . . 30-I- 355 

Circle Ball 60-1-356 

Club Bowls 6o-l- 359 

Center Club Bowls . . 355 

Line Club Bowls 

(Single) 386 

Line Club Bowls 

(Double) .... 385 

Corner Spry 60 -1- 360 

Dodgeball 60 -f- 363 



Over and Under Relay . 
Overtake 


100 
60 


392 
393 


Ring Call Ball .... 
Round Ball 


30 + 
60+ 


399 

401 


Zigzag Games .... 
Circle Zigzag .... 
Line Zigzag — I . . 
Line Zigzag — II . . 
Line Zigzag — III . . 
Zigzag Overhead Toss . 


100 


419 
419 
421 
422 
423 
424 



BALL GAMES 



All Run 30-1- 321 

Arch Ball 100 321 

Arch Goal Ball .... 100 323 

Ball Chase ..... 324 

Balloon Ball 325 

Balloon Goal .... 100 326 

Ball Puss 30 -|- 327 

Ball Stand 328 

Ball Tag 329 

Basket Ball Distance 

Throw 329 

Battle Ball 331 

Bombardment .... 100 334 

Boundary Ball .... 100 335 

Bound Ball 30-I- 336 

Call Ball 30-1- 338 

Captain Ball — I . . . 339 

Captain Ball — II . . . 60 341 



Captain Ball — III . . 30 -I- 344 
(See Emperor Ball, 
Progressive Cap- 
tain Ball.) 

Center Base ..... 30-f 354 

Center Catch Ball ... 30-1-355 

Center Club Bowls . . 30 -H 355 

Circle Ball 604-356 

Circle Club Bowls . . . 60 -|- 357 

Circle Dodgeball ... 60 364 

Circle Stride Ball ... 30-!-" 358 

Circle Zigzag (see Zigzag.) 419 

Corner Ball 30+ 359 

Corner Spry 60 360 

Crackabout 60 360 

Curtain Ball 100 361 

Dodgeball 60+363 

Double Corner Ball . . 100 370 

Double Dodgeball ... 60 365 

Drive Ball 3°+ 375 



Index, Playgrounds, Gymnasiums, Large Numbers 439 



Large 
Num- 
bers Page 

Emperor Ball .... 30+ 346 

Fist Ball 30+ 376 

Football Tag . . . . 30+ 379 

Hand Ball Drill — 

I (Elementary) . . . 100 380 
Hand Ball Drill — 

n (Advanced) . . . 100 381 

Hand Football .... 30+ 382 

Line Ball 60 384 

Line Club Bowls (Double) 60 + 385 

Line Club Bowls (Single) 60+ 386 

Line Zigzag 421-423 

Mount Ball 100 387 

Nine-court Basket Ball . 60 388 

Over and Under Relay . 100 392 

Overtake 60 -j- 393 

Pass Ball Relay . . . 100 395 

Pig in a Hole .... 60 -j- 397 
Progressive Captain 

Ball . 100 349, 

Progressive Dodgeball , 366 



Large 
Num- 
bers Page 

Ring Call Ball .... 304- 399 

RoleyPoley 399 

Round Ball 60+ 401 

Russian Hole Ball . . . 401 

Spud 100 404 

Square Ball 30 -|- 404 

Stool Ball 406 

Stride Ball 100 407 

i 

Tether Ball 409 

Three Holes 411 

Toss Ball 60 412 

Tree Ball 413 

Volley Ball 30 413 

Wall Ball Drill .... 416 

War . 60+ 417 



Zigzag Games .... 419 

Circle Zigzag ... 60 419 

Line Zigzag — I . . 100 421 

Line Zigzag — II .100 422 

Line Zigzag — III . 100 423 

Zigzag Overhead Toss 100 424 




?^¥\ 



GAMES FOR BOYS* AND GIRLS* SUMMER CAMPS 

The games in this list are selected with a view to suitableness for the open country, 
and to a wide range of ages which often are found in summer camps. The so-called 
" quiet " games are not necessarily noiseless, but are distinguished from active games 
in which the players move around. 



ACTIVE GAMES 



PAGE 

All-up Relay 45 

Animal Blind Man's Buff ... 46 

Animal Chase 46 

Arrow Chase 47 

Barley Break 48 

Baste the Bear 49 

Bear in the Pit 50 

Bird Catcher, The 52 

Black and White 52 

Black Tom 54 

Blind Bell 55 

BHnd Man's Buff 55 

Body Guard 5^ 

Bull in the Ring 56 

Bunch of Ivy 57 

Bung the Bucket 57 

Buying a Lock 58 

Cat and Rat 60 

Catch and Pull Tug of War . . 60 

Catch of Fish 61 

Catch the Cane 62 

Centipede 63 

Chickadee-dee 65 

Chicken Market 66 

Chickidy Hand 67 

Chinese Chicken 68 

Chinese Wall 68 

Circle Race 69 

Circle Relay 70 

Club Snatch 72 

Cock Stride 74 

Cross Tag 75 

Drop the Handkerchief. ... 80 

Duck on a Rock 81 

Dumb-bell Tag 83 



Every Man in his Own Den 
Exchange 



83 
84 



Farmer is Coming, The .... 85 
Fence Tag 85 



Fire on the Mountains .... 86 

Flowers and the Wind .... 87 

Follow Chase 88 

Follow the Leader 89 

Forcing the City Gates .... 89 

Fortress 90 

Fox and Geese 92 

Fox Trail, Double Rim ... 93 

Fox Trail, Single Rim .... 95 



Garden Scamp . . 
Going to Jerusalem 
Guess Who . . . 
Gypsy 



Hang Tag 

Have you seen my Sheep? 

High Windows 

Hill Dill 

Hip 

Hopping Relay Race , . . 
How Many Miles to Babylon? 
Huckle, Buckle, Bean Stalk . 

Hunt, The 

Hunt the Fox 



97 
98 

100 

lOI 

1 01 
102 
104 
loS 
loS 
106 
108 
109 
no 
no 



Hunt the Slipper in 

I say, "Stoop!" 113 

I Spy 113 

Jacob and Rachel 115 

Japanese Crab Race . . . . 115 

Japanese Tag 116 

Jumping Relay Race . . . . 117 

Jumping Rope — I 118 

Jumping Rope — II 119 

Jumping Rope — III . . . . 121 

Jumping Rope — IV . . . . 121 

Jump the Shot 122 



Kaleidoscope 



440 



Index for Boys' and Girls' Summer Camps 441 



PAGE 

Lady of the Land 123 

Lame Fox and Chickens . . . 124 

Last Couple Out ...... 125 

Leader and Footer 127 

Leapfrog Race 129 

Letting out the Doves . . . . 129 

Lost Child, The 130 

Master of the Ring 131 

Maze Tag 131 

Menagerie 132 

Midnight 133 

Mother, may I go out to Play? . 134 
Mother, Mother, the Pot boils 

Over 135 

My Lady's Toilet 138 

Odd Man's Cap 140 

Old Buzzard 141 

Old Woman from the Wood , . 143 

Oyster Shell 143 

Partner Tag 145 

Pebble Chase 145 

Pinch-o 146 

Pitch Pebble 147 

Poison 148 

Pom Pom Pullaway 149 

Potato Race 151 

Potato Shuttle Relay .... 154 

Potato Spoon Race 155 

Prisoner's Base — I-V . . .157-161 

Puss in a Corner 163 

Puss in the Circle 164 

Railroad Train 164 

Red Lion 165 

Ring-a-Hevio 166 

Ringmaster 167 

Robbers and Soldiers . . . . 168 

Rolling Target 169 

Run, Sheep, Run! 170 

SINGING 

Did you ever see a Lassie? . . 261 

Draw a Bucket of Water . . . 263 

Duck Dance, The 264 

Farmer in the Dell 265 

Hunting 267 

Itisket, Itasket 268 

Keep Moving 270 

Kitty White 274 



PAGE 

Saddle the Nag 171 

Sardines 172 

Seeking for Gold 234 

Shadow Tag 173 

Shuttle Relay Race 173 

Single Relay Race 175 

Skin the Goat 176 

Skyte the Bob 177 

Slap Catch 178 

Slap Jack 178 

Slipper Slap 179 

Smuggling the Geg 180, 

Spin the Platter 183 

Spooning 184 

Stage Coach 185 

Stake Guard 186 

Stealing Sticks 188 

Step 188 

Still Pond, No More Moving ! . 189 

Stone 190 

Stoop Tag 190 

Sun Dial 190 

Tag 191-2 

Ten Steps 193 

Thimble Ring 194 

Third Man 194 

Third Slap 195 

Three Deep 196 

Tommy Tiddler's Ground . . . 197 

Trades 199 

Triple Change 200 

Under the Cuckoo's Nest . . . 201 

Wand Race 202 

Water Sprite 203 

Wee Bologna Man, The . . . 204 

Whip Tag 205 

Who goes round my Stone Wall? 206 

Wolf 208 

Wood Tag 209 

GAMES 

Leaves are Green 270 

London Bridge 276 

Looby Loo 288 

Muffin Man 282 

Mulberry Bush 283 

Nuts in May 285 

Oats, Peas, Beans 287 

Round and Round the Village . 290 

Snail 292 



442 Index for Boys' and Girls' Summer Camps 



QUIET GAMES 



PAGE 

"B" Game, The 215 

Bargain Counter 214 

Beast, Bird, or Fish 215 

Buzz 216 

Cat Party 217 

Crambo 218 

Cross Questions 219 

Dumb Crambo 219 

Find the Ring 220 

Flower Match 220 

Grass Blade 221 

Hen Roost 223 

Horns 223 

Initials 224 

Leaf by Leaf 225 

Literary Lore 225 

London 226 



Minister's Cat, The 227 

Music Box 228 

My Lady's Lap Dog .... 228 



Naughts and Crosses 
Observation , . . 



229 
139 



Penny Wise 230 

Planting a Garden 231 

Poor Pussy 150 

Prince of Paris 232 

Scat 234 

Seeking for Gold 234 

Simon Says 235 

Spans 183 

Tip Tap Toe 237 

Up, Jenkins ! 239 

What is my Thought Like? . . 240 

Woodland Lovers 241 



Zoo 



242 



BEAN BAG GAMES 



Bag Pile 303 

Bean Bag Board 304 

Bean Bag Box 305 

Bean Bag Circle Toss .... 305 

Bean Bag Ring Throw .... 306 



Criss-cross Goal ...... 307 



Target Toss 315 

Teacher and Class 316 



GAMES FOR EITHER BALLS OR BEAN BAGS 



All Run 321 

Arch Ball 321 

Call Ball 338 

Center Catch Ball 355 

Circle Ball 356 

Club Bowls 359 

Center Club Bowls .... 355 

Line Club Bowls (Double) . . 358 

Line Club Bowls (Single) . . 386 

Dodgeball 363 



Over and Under Relay 



Ring Call Ball 
Round Ball . 



Zigzag Gaines 

Line Zigzag — I . . 
Line Zigzag — II . . 
Line Zigzag — III . . 
Zigzag Overhead Toss 
Circle Zigzag . . . 



392 

399 
401 

419 

421 
422 

423 
424 
419 



Index for Boys' and Girls' Summer Camps 443 



BALL GAMES 



PAGE 

All Run 321 

Arch Ball 321 

Arch Goal Ball 323 

Ball Chase 324 

Balloon Goal 326 

Ball Puss 327 

Ball Stand 328 

Basket Ball Distance Throw . .329 

Battle Ball 331 

Bombardment 334 

Boundary Ball 335 

Bound Ball 336 

Call Ball 338 

Captain Ball — I 339 

Captain Ball — II 341 

Captain Ball — III 344 

{See Emperor Ball, Progressive 
Captain Ball, and Schoolroom 
Captain Ball.) 

Center Base 354 

Center Catch Ball 355 

Center Club Bowls 355 

Circle Ball 356 

Circle Club Bowls 357 

Corner Ball 359 

Curtain Ball 361 

Dodgeball 363 

Double Corner Ball 370 

Drive Ball 375 

Emperor Ball 346 

Fist Ball 376 

Football Tag 379 

Hand Ball Drill — I (Elementary) 380 



Hand Ball Drill 
Hand Football . 



II 



PAGE 

381 
382 



Line Ball 384 

Line Club Bowls (Double) . . . 385 

Line Club Bowls (Single) . . . 386 

Line Zigzag 421-423 

Mount Ball 387 

Nine-court Basket Ball .... 388 

Over and Under Relay . . . . 392 

Pass Ball Relay 395 

Pig in a Hole 397 

Progressive Captain Ball . . . 349 

Ring Call Ball 399 

Roley Poley 399 

Round Ball 401 

Russian Hol^ Ball 401 

Square Ball 404 

Stool Ball 406 

Stride Ball 407 

Ten Trips 408 

Tether Ball 409 

Three Holes 411 

Toss Ball 412 

Tree Ball 413 

Volley Ball 413 

Wall Ball Drill 416 

War . 417 



Zigzag Overhead Toss 
{See also *": " 



424 



HOUSE-PARTY AND COUNTRY-CLUB GAMES 

The list of games offered under this heading is made with the realization that the 
guests for such conditions may include very young people and adults. No attempt 
is made to select appropriate games for either, the choice being left for the circum- 
stances of any given occasion. While many of the games are for indoors, most of 
them may be played out of doors, and a few good chasing games for young people 
are included. An especial effort has been made to secure for this list games that 
utilize natural material, as leaves, grasses, trees, stones, etc., and some snow games 
are given for winter days. The so-called " quiet " games are not necessarily noise- 
less, but are distinguished from active games by the players not moving around. 

ACTIVE GAMES 



Animal Blind Man's Buff ... 46 

Arrow Chase 47 

Balloon Goal 326 

Barley Break 48 

Baste the Bear 49 

Black and White 52 

BHnd Bell 55 

BHnd Man's Buff 55 

Body Guard 5^ 

Catch of Fish 61 

Chickidy Hand 67 

Circle Race 69 

Club Snatch 72 

Curtain Ball 361 

Dodgeball 363 

Duck on a Rock 81 

Dumb-bell Tag 83 



Every Man in his Own Den 
Exchange 



83 
84 



Follow the Leader 89 

Fox and Geese 92 

Fox Trail 93-95 

Going to Jerusalem 98 

Have you seen my Sheep? . . 102 

Hide the Thimble 104 

Hill Dill 105 

Hound and Rabbit 107 

Hunt, The no 

Hunt the Fox no 

I Spy 113 



Jacob and Rachel 115 

Japanese Tag 116 



PAGE 

Keep Moving 270 

Last Couple Out 125 

Maze Tag 131 

Menagerie 132 

My Lady's Toilet 138 

Odd Man's Cap 140 

Old Woman from the Wood . . 143 

Partner Tag 145 

Pebble Chase 145 

Pinch-o 146 

Pitch Pebble 147 

Poison 148 

Poor Pussy 150 

Potato Shuttle Relay 154 

Potato Spoon Race 155 

Prisoner's Base — I-V . . 157-161 

Puss in a Corner 163 

Ring-a-lievio 166 

Rolling Target 169 

Run, Sheep, Run! 170 

Russian Hole Ball 401 

Sardines 172 

Single Relay Race 175 

Slap Catch 178 

Slipper Slap 179 

Snow Dart 181 

Snow Snake 182 

Spin the Platter 183 

{See also My Lady's Toilet.) 

Stage Coach 185 

Stake Guard 186 

Stealing Sticks . . ' 188 

Still Pond, No More Moving . . 189 

Sun Dial 190 



444 



iiaex tor tlouse-|. ^ty and Country-club Games 4,^^ 



Tag 190-192 

Tether Ball 409 

Thimble Ring 194 

Third Man 194 

Three Deep 196 

Trades 199 



Tree Party 199 

Triple Change 200 

Wee Bologna Man 204 

Who goes round my Stone Wall ? 206 

Wood Tag 209 



QUIET GAMES 



Author's Initials 215 

"B" Game, The -a^ 

Bargain Counter 214 

Beast, Bird, or Fish 215 

Buzz 216 

Cake Sale 216 

Cat Party 217 

Crambo 218 

Cross Questions 219 

Dumb Crambo 219 

^ind the Ring 220 

Y lower Match 220 

Grass Blade 221 

Hen Roost , . , 223 

Horns 223 

Initials 224 

Leaf by Leaf 225 

Literary Lore 225 

London 226 



Minister's Cat, The 227 

Music Box 228 

My Lady's Lap Dog . . . . 228 



Naughts and Crosses 



229 



Penny Wise 230 

Planting a Garden 231 , 

Prince of Paris 232 

Recognition 233 

Scat 234 

Seeking for Gold 234 

Shakespearean Romance, A . . 235 

Simon Says 235 

Sketches 236 

Tidbits Farmer 237 

Tip Tap Toe 237 

Up, Jenkins !....... 239 



What is my Thought Like? 
Woodland Lovers, The . . 



240 
241 



Zoo, The 242 



GAMES FOR CHILDREN'S PARTIES 

The games in this list are mainly for children from four to ten or twelve years 
of age. They are suitable both for indoors and the lawn. While most of them 
call for only a mild form of exercise, a few of the more lively running games are 
included. The so-called quiet games are not necessarily noiseless, but are distin- 
guished from active games in which the players move around. 

ACTIVE GAMES 



All-up Relay 45 

Animal Blind Man's Buff . . . 46 

Animal Chase 46 

Barley Break 48 

Baste the Bear 49 

Bird Catcher, The 52 

Black and White 52 

Blind Man's Buff 55 

BHnd Bell 55 

Body Guard 56 

Bunch of Ivy 57 

Cat and Rat 60 

Catch the Cane 62 

Catch of Fish 61 

Charley over the Water .... 65 

Club Snatch 72 

Crossing the Brook 74 

Do This, Do That 75 

Drop the Handkerchief .... 80 

Dumb-bell Tag 83 

Exchange 84 

Farmer is Coming, The ... 85 

Flowers and the Wind, The . . 87 

Follow Chase 88 

Follow the Leader 89 

Fox and Geese 92 

Fox and Squirrel 93 

Garden Scamp 97 

Going to Jerusalem 98 

Good Morning 99 

Guess Who 100 

Gypsy, The loi 



PAGE 

Have you seen my Sheep?. . . 102 

Hide and Seek 103 

Hide the Thimble 104 

High Windows 104 

Hopping Relay Race . . . . 106 

Hound and Rabbit 107 

How Many Miles to Babylon? . 108 

Huckle, Buckle, Bean Stalk . . 109 

Hunt the Slipper iii 

I Spy 113 

I say, " Stoop ! " 113 

Jack be Nimble ...... 114 

Jacob and Rachel 115 

Japanese Tag 116 

Kaleidoscope 122 

Lady of the Land 123 

Lame Fox and Chickens . . . 124 

Last Couple Out 125 

Letting Out the Doves .... 129 

Lost Child, The 130 

Maze Tag 131 

Menagerie ........ 132 

Midnight 133 

Mother, may I go out to Play? 134 
Mother, Mother, the Pot boils 

Over 13s 

My Lady's Toilet 138 

Numbers Change 139 

Observation 139 

Odd Man's Cap 140 



446 



Japane^- 



444 



Games for Children's Parties 



447 



PAGE 

Old Buzzard 141 

Old Woman from the Wood . . 143 

Partner Tag 145 

Pebble Chase 145 

Pinch-o 146 

Potato Shuttle Relay 154 

Potato Spoon Race 155 

Puss in the Circle 164 

Puss in a Corner 163 

Railroad Train 164 

Ring Master 167 

Sardines 172 

Slap Catch 178 

Slap Jack 178 



Slipper Slap 179 

Spin the Platter 183 

Squirrel in Trees 185 

Step 188 

Still Pond, No More Moving . 189 

Stoop Tag 190 

Sun Dial 190 

Thimble Ring . . . . A^ y*.^. 194 

Three Deep 196 

Trades 199 

Tree Party 199 

Wee Bologna Man, The . . . 204 

What is my Thought Like? . . 240 

Who goes round my Stone Wall? 206 

Wood Tag 209 



QUIET GAMES 



"B" Game, The 215 

Beast, Bird, and Fish . . . . 215 

Buzz 216 

Cross Questions 219 

Dumb Crambo 219 

Find the Ring 220 

Flower Match 220 

Grass Blade ' 221 



Hen Roost 223 

Horns 223 

Keep Moving 270 

Leaf by Leaf 225 

Literary Lore 225 

London , . 226 



Minister's Cat, The 227 

Music Box 228 

My Lady's Lap Dog 228 



Naughts and Crosses 



229 



Penny Wise 230 

Planting a Garden 233 

Poor Pussy 150 

Prince of Paris 232 



Simon Says 235 

Tip, Tap, Toe 237 

Up, Jenkins ! 239 

What is my Thought Like? . . 240 

Zoo, The 242 

SINGING GAMES 



Did you ever see a Lassie? . . . 261 

Draw a Bucket of Water . . . 263 

Duck Dance, The 264 

Farmer in the Dell 265 

Hunting 267 

Itisket, Itasket 268 

Kitty White 274 

Leaves are Green 276 



London Bridge 278 

Looby Loo 280 

Mufl5n Man 282 

Mulberry Bush 283 

Nuts in May 285 

Oats, Peas, Beans 287 

Round and Round the Village . 290 

Snail 292 



448 



Games for Children's Parties 



BEAN BAG GAMES 



Bag Pile 303 

Bean Bag Board 304 

Bean Bag Box 305 

Bean Bag Circle Toss .... 305 

Bean Bag Ring Throw .... 306 



Target Toss 315 

Teacher and Class 317 

Zigzag Games 419 



BALL GAMES 



Balloon Ball 325 

Balloon Goal 326 

Call Ball 338 

Center Catch Ball 355 

Circle Ball 356 



Ring Call Ball 399 

Round Ball 401 

Zigzag Games 419 



GAMES FOR EITHER BALLS OR BEAN BAGS 



All Run 321 

Arch Ball 321 

Call Ball 338 

Center Catch Ball 355 

Circle Ball 356 

Club Bowls 359 

Corner Spry 360 



Dodgeball 363 

Over and Under Relay .... 392 

Overtake 393 

Ring Call Ball 399 

Round Ball 401 

Zigzag Games 419 



SEASHORE GAMES 

An especial effort has been made to secure for this list games that utilize pebbles, 
shells, stones, holes dug in the earth, and diagrams drawn on the sand. Many 
games are given requiring but little activity and suited to hot days ; but there are 
also a number of good running and chasing games suitable for a hard beach. 
Games are given for both young and older players. 



PAGE 

All Run 321 

Arch Ball 321 

Ball Chase 324 

Bean Bag Ring Throw .... 306 

Beast, Bird, or Fish 215 

Bird Catcher, The 52 

Boundary Ball 335 

Buying a Lock 58 

Buzz 216 

Catch and Pull Tug of War . . 60 

Center Catch Ball 355 

Centipede 63 

Chinese Chicken 68 

Circle Ball 356 

Clam Shell Combat 71 

Club Snatch 72 

Cross Questions 219 

Did you ever see a Lassie? . . 261 

Dodgeball 363 

Draw a Bucket of Water . . . 263 

Duck Dance, The 264 

Duck on a Rock 81 

Dumb Crambo 219 

Farmer in the Dell 265 

Find the Ring 220 

Flower Match 220 

Follow the Leader 89 

Fox Trail, Double Rim .... 93 

Fox Trail, Single Rim .... 95 

Grass Blade 221 

Hen Roost 223 

Horns 223 

Hunting 267 

Hunt the Slipper 11 1 

Itisket, Itasket 268 

2 G 449 



PAGE 

Keep Moving 270 

Kitty White 274 

Lady of the Land 123 

Leader and Footer 127 

Leapfrog Race 129 

Leaves are Green 276 

London 226 

London Bridge 278 

Looby Loo 280 

Maze Tag 131 

Minister's Cat, The 227 

Mother, may I go out to Play? . 134 
Mother, Mother, the Pot boils 

Over 135 

Muffin Man 282 

Mulberry Bush 283 

Music Box 228 

My Lady's Lap Dog . . . . 228 



Naughts and Crosses 



229 



Oats, Peas, Beans 287 

Odd Man's Cap 140 

Over and Under Relay .... 392 

Oyster Shell 143 

Partner Tag 14S 

Pass Ball Relay 395 

Pebble Chase 145 

Pig in a Hole 397 

Pinch-o 146 

Pitch Pebble 147 

Poison 148 

Potato Shuttle Relay . .... 154 

Prince of Paris 232 

Prisoner's Base — IT, IIT, TV, V 1 58-161 

Progressive Captain Ball . . . 349 

Ring Call Ball 399 

I^ingmaster 167 



450 



Index for Seashore Games 



PAGE 

Roley Foley 399 

Rolling Target 169 

Round and Round the Village . 290 

Russian Hole Ball 401 

Saddle the Nag 171 

Scat 234 

Seeking for Gold 234 

Shadow Tag ....... 173 

Shuttle Relay 173 

Simon Says 235 

Single Relay Race 175 

Skin the Goat 176 

Skyte the Bob 177 

Slap Catch 178 

Slap Jack 178 

Shpper Slap 179 

Snail 292 

Spooning 184 

Square Ball 404 

Squirrel in Trees 185 

Stage Coach 185 

Stake Guard 186 

Stealing Sticks 188 



PAGE 

Step 188 

Stone 190 

Stoop Tag 190 

Stride Ball 407 

Sun Dial 190 

Tag 191 

Target Toss 315 

Teach: How to teach Games . 27 

Teacher and Class 316 

Teacher of Games (To the) . . 26 

Tether Ball 409 

Third Man 194 

Three Deep 196 

Three Holes 411 

Tommy Tiddler's Ground . . . 197 

Trades 199 

War 417 

Whip Tag 205 

Who goes round my Stone Wall ? 206 



Zigzag Overhead Toss 



424 



J 



ALPHABETICAL INDEX 



PAGE 

Ages, Games for Different . . 12-16 

Index for 435 

All Run 321 

All up Relay 45 

Animal Blind Man's Buff ... 46 

Animal Chase 46 

Arch Ball 321 

Arch Goal Ball 323 

Arrow Chase 47 

Author's Initials 215 

Automobile Race 48 

"B" Game 215 

Babylon {see How Many Miles) . 

Bag Pile 303 

Ball Chase 324 

Ball Drill {see Hand Ball Drill and 
Wall Ball Drill) 

Ball Games 319 

Balloon Ball 325 

Balloon Goal 326 

Balloon Specifications .... 297 

Ball Puss 327 

Ball Stand 328 

Ball Tag 329 

Bargain Counter, The . . . . 214 

Barley Break 48 

Basket Ball Distance Throw . . 329 

Baste the Bear 49 

Battle Ball ........ 331 

Bean Bag and Basket Relay . . 303 

Bean Bag Board 304 

Bean Bag Box 305 

Bean Bag Circle Toss .... 305 

Bean Bag Games 303 

Bean Bag or Ball, Games for Both 3 18 

Bean Bag Ring Throw . . . . 306 

Bean Bag Specifications . . . 297 

Bear in the Pit 50 

Beast, Bird, or Fish 215 

Beetle goes Round {see Whip Tag) 

Bend and Stretch Relay ... 50 

Bird Catcher, The 52 

Black and White 52 

Blackboard Relay 53 

Black Tom 54 

BHnd Bell 55 

Blind Man's Buff 55 

Blind Man's Buff, French {see Ex- 
change) 



PAGE 

Body Guard 56 

Bombardment 334 

Boundary Ball 335 

Bound Ball 336 

Bowl Ball {see Center Club Bowls, 

Circle Club Bowls, and Line Club 

Bowls) 

Bull in the Ring 56 

Bunch of Ivy 57 

Bung the Bucket 57 

Buying a Lock 58 

Buzz 216 

Cake Sale 216 

Call Ball 338 

Captain Ball 338 

Captain Ball — I 339 

Captain Ball — II .... 341 

Captain Ball — III .... 344 
Captain Ball — IV {see Em- 
peror Ball) 
Captain Ball — V {see Progres- 
sive Captain Ball) 

Cat and Mice 59 

Cat and Rat 60 

Cat Party 217 

Catch and Pull Tug of War . . 60 

Catch Basket 307 

Catch of Fish 61 

Catch the Cane 62 

Cavalry Drill 62 

Center Base 354 

Center Catch Ball 355 

Center Club Bowls 355 

Centipede 63 

Changing Seats 63 

Charley over the Water .... 65 

Chickadee-dee 65 

Chicken Market 66 

Chickidy Hand 67 

Chinese Chicken 68 

Chinese Wall 68 

Choosing Sides 41 

Circle Ball 356 

Circle Club Bowls 357 

Circle Dodgeball 364 

Circle Race 69 

Circle Relay 70 

Circle Seat Relav 71 

Circle Stride Ball 358 



451 



452 



Alphabetical Index 



Circle Zigzag 419 

Clam Shell Combat 71 



359 
355 
357 
385 
386 



Club Bowls 

Center Club Bowls . . 

Circle Club Bowls . . 

Line Club Bowls (Double) 

Line Club Bowls (Single) 

Club Snatch 72 

Cock Stride 74 

Contests for Two 245 

Corner Ball 359 

Corner Spry 360 

Correlation with School Subjects : 

Arithmetic: 

Blackboard Relay ... 53 

Buzz 218 

Cross Questions . . . . 221 

Nimble Squirrel .... 232 
English: 

Author's Initials .... 215 

"B"Game 215 

Blackboard Relay ... 53 

Cat Party 219 

Crambo 218 

Cross Questions . . . . 221 

Kaleidoscope 122 

Literary Lore 227 

Minister's Cat, The . . . 229 

Recognition 235 

Shakespearean Romance . 237 

Sketches 238 

Geography : 

Blackboard Relay ... 53 

Cross Questions . . . . 221 

Kaleidoscope 122 

Weathercock 205 

History: 

Blackboard Relay ... 53 

Cross Questions .... 221 

Kaleidoscope 122 

Recognition 235 

Sketches 238 

Nature: 

Beast, Bird, or Fish . . 217 

Bird Catcher 52 

Cross Questions .... 221 

Flower Match 222 

Flowers and the Wind . . 87 

Horns 225 

Kaleidoscope 122 

Leaf by Leaf 227 

Observation 139 

Tree Party 199 

Woodland Lovers . . . 243 

Counting-Out 35 

Crackabout 360 

Crambo 218 



Criss-cross Goal 

Cross Questions 

Cross Tag . 

Crossing the Brook 

Curtain Ball 

Cuts (Drawing Cuts) .... 

Dead Ball 

Desk Relay 

Did you ever see a Lassie? . . 
Dodgeball (Informal) .... 

Circle Dodgeball 

Double Dodgeball 

Progressive Dodgeball . . . 

Schoolroom Dodgeball . . . 

Do this, Do that 

Double Corner Ball 

Double Dodgeball 

Double Relay Races 

(See also Shuttle Relay) 
Draw a Bucket of Water . . . 

Drawing Cuts 

Drill Ball (see Hand Ball Drill and 

Wall Ball Drill) 

Drive Ball 

Drop the Handkerchief .... 

Duck Dance, The 

Duck on a Rock 

Dumb-bell Tag 

Dumb Crambo 



307 
219 



74 



40 



361 

309 
261 



Emperor Ball 

Every Man in his Own Den . 
Exchange 



Faba Gaba (see Bean Bag Board) 
Farmer in the Dell, The . . . 
Farmer is Coming, The . . . 

Feats and Forfeits 

Fence Tag 

Fetch and Carry Relay .... 

Find the Ring 

Fire on the Mountains .... 

Fist Ball 

Floor Formations 

Flower Match 

Flowers and the Wind, The . . 

Football Tag 

Follow Chase 

Follow the Leader 

Forcing th.e City Gates .... 

Forfeits 245, 

Formations 

Fortress 

Fox and Geese 

(See also Naughts and Crosses 
and Fox Trail) 
Fox and Squirrel 



375 
80 

264 
81 

83 
219 

346 
83 
84 



265 

85 
243 

85 
309 
220 

86 
376 

32 
220 

87 

379 

88 

89 
89 
254 
32 
90 
92 



93 



Alphabetical Index 



453 



Fox Trail, Double Rim ... 93 

Fox Trail, Single Rim .... 95 
French Blind Man's Buff (see Ex- 
change) 

French Tag 96 

Frog in the Middle 96 

Games for Various Conditions (see 
Indexes) 

Garden Scamp 97 

Going to Jerusalem 98 

Good Morning 99 

Grass Blade 221 

Guess Who 100 

Gypsy loi 

Hand Ball Drill 379 

Hand Ball Drill — I 

(Elementary) 380 

Hand Ball Drill — II 

(Advanced) 381 

(See also Wall Ball Drill) 

Hand over Head Bean Bag . . 310 

Hand Football 382 

Hands Up, Hands Down . . . 221 

Hang Tag loi 

Hat Ball (see Roley Foley) 

Have you seen my Sheep? . . . 102 

Hen Roost 223 

Here we go Round (see Mulberry 

Bush) 
Herr Slap Jack (see Slap Jack) 

Hide and Seek 103 

Hide-and-Seek Games: 

Hide and Seek 103 

I Spy 113 

Ring-a-lievio 166 

Run, Sheep, Run! . . . 170 

Sardines 172 

Smuggling the Geg . . . 180 

Ten Steps 193 

Yards Off 211 

Hide the Thimble 104 

High Windows 104 

Hill Dill 105 

Hip 105 

Holders 39 

Home Run 384 

Home Tag 106 

Hopping Relay Race 106 

Horns 223 

Hound and Rabbit 107 

How Many Miles to Babylon? . 108 

How to teach Games 27 

Huckle, Buckle, Bean Stalk . . 109 

Hunt, The no 

Hunt the Fox no 

Hunt the Ring (see Find the Ring) 



Hunt the Slipper m 

Hunting 267 

Indexes : 

Boys' and Girls' Summer . . 

Camps 440 

Children's Parties 446 

Country Clubs 444 

Elementary Schools. . . . 427 

Gymnasiums 435 

High Schools 433 

House Parties 444 

Large Numbers 435 

Playgrounds 435 

Schools : 

Elementary 427 

^ High 433 

Seashore 449 

Indian Club Race 112 

Initials . ; 224 

Introduction i 

I say, "Stoop!" 113 

I Spy ! 113 

Itisket, Itasket 268 

Jack be Nimble 114 

Jacob and Rachel 115 

Japanese Crab Race 115 

Japanese Tag 116 

Johnny ride a Pony 116 

Jumping Relay Race 117 

Jumping Rope 117 

Jumping Rope — I, small 

single rope 118 

Jumping Rope — II, one 

large rope 119 

Jumping Rope — III, two 

large ropes 121 

Jumping Rope — IV, large 

and small ropes . . . . 121 

Jump the Bean Bag 311 

Jump the Shot 122 

Kaleidoscope 122 

Keep Moving 270 

King of France, The 273 

Kitty White 274 

Lady of the Land 1 23 

Lame Fox and Chickens . . . 124 

Last Couple Out 125 

Last Man 126 

Last Pair Pass (see Last Couple 

Out) 

Leader and Footer 127 

Leaf by Leaf 225 

Leapfrog 127 

Leapfrog Games 127 

I. With one back: 

Leader and Footer . . . . 127 



454 



Alphabetical Index 



PAGE 

Leapfrog 128 

Leapfrog Race 129 

Par 144 

Spanish Fly 182 

11. With two or more backs: 

Bung the Bucket .... 57 

Cavalry Drill 62 

Johnny ride a Pony . . . 116 

Saddle the Nag 171 

Skin the Goat 176 

Leapfrog Race 129 

Leaves are Green 276 

Let the Feet go Tramp .... 276 

Letting out the Doves . . . . 129 

Line Ball 384 

Line Club Bowls (Double) . . 385 

Line Club Bowls (Single) . . . 386 
Line Tag {see Maze Tag) 

Line Zigzag — I 421 

Line Zigzag — II 422 

Line TA%z?ig — III 423 

Literary Lore 225 

London 226 

London Bridge 278 

Looby Loo 280 

Lost Child 130 

Management of Playgrounds . . 26 

Marking Grounds 301 

Master of the Ring 131 

Maze Tag 131 

Menagerie 132 

Midnight 133 

Minister's Cat, The 227 

Miscellaneous Active Games . . 43 

Moon and Morning Stars . . . 133 

Mother, may I go out to Play? . 134 
Mother, Mother, the Pot boils 

Over 135 

Mount Ball 387 

Muffin Man 282 

Mulberry Bush 283 

Music Box 228 

My Lady's Lap Dog .... 228 

My Lady's Toilet ...... 138 

Naughts and Crosses . . . . . 229 

Nimble Squirrel 230 

Nine-court Basket Ball .... 388 

Numbers Change 139 

{See also Exchange) 

Nuts in May 285 

Oat Sack Games 303 

Oats, Peas, Beans 287 

Observation 139 

Odd Man's Cap 140 

Old Buzzard 141 

Old Man Tag 142 



PAGE 

Old Woman from the Wood . . 143 

Over and Under Relay .... 392 

Overhead Toss (Zigzag) .... 424 

Overtake 393 

Oyster Shell 143 

Par 144 

Partner Tag 145 

Pass Ball Relay 395 

Pass and Toss Relay (Double Line) 314 

Pass and Toss Relay (Single Line) 313 

Passing Race 312 

Pebble Chase 145 

Pencil and Paper Games: 

Author's Initials . . . . 215 

"B" game 215 

Bargain Counter . . . . 216 

Cake Sale 218 

Cat Party 219 

Crambo 220 

Initials 226 

Leaf by Leaf 227 

Literary Lore 227 

London 228 

Music Box 230 

Naughts and Crosses . . . 231 

Penny Wise 232 

Planting a Garden .... 233 

Recognition 235 

Shakespearean Romance . . 237 

Sketches 238 

Tidbits Farmer 239 

Tip, Tap, Toe 239 

Woodland Lovers .... 243 

Penny Wise 230 

Pig in a Hole 397 

Pinch-o 146 

Pitch Pebble 147 

Planting a Garden 231 

Playgrounds, Management of . . 26 

Playing Values of Games . . . 8-29 

Poison 148 

Poison Snake i49 

Pom Pom Pullaway i49 

Poor Pussy 150 

Potato Races 151 

Potato Race — I (individual 

competition) . . . . 151 
Potato Race — II (team 

competition) . . . . 152 

Potato Shuttle Relay . . . 154 

Potato Spoon Race . . . . 155 
PreHminary Ball Drill {see Hand 
Ball Drill and Wall Ball Drill) 

Prince of Paris 232 

Prisoner's Base 156 

Prisoner's Base — I . . . 157 

Prisoner's Base — II . . . 158 



Alphabetical Index 



455 



PAGE 

Prisoner's Base — III . . . 159 

Prisoner's Base — IV . . . 161 

Prisoner's Base — V . . . 161 
Prize Schoolroom Game {see Bal- 
loon Goal) 

Progressive Captain Ball . . . 349 

Progressive Dodgeball .... 366 

Puss in a Corner 163 

Puss in the Circle 164 

Quiet Games 211 

Railroad Train 164 

Recognition 233 

Red Lion 165 

Relay Races : 

All-up Relay 45 

Bag Pile 303 

Circle Relay 70 

Double Relay ^(i 

Fetch and Carry Relay . . 309 

Over and Under Relay . . 392 

Pass Ball 395 

Passing Race 
Pass and Toss Relay 

(Double Line) .... 314 
Pass and Toss Relay (Single 

Line) 313 

Passing Race 312 

Passing Relays with Bean 

Bags 312 

Potato Races . . . . 1 51-15 5 

Shuttle Relay 173 

Single Relay 175 

Tag the Wall Relay . . . 192 

Ring-a-lievio 166 

Ring Call Ball 399 

Ringmaster 167 

Robbers and Soldiers .... 168 

Roley Poley 399 

Rolling Target 169 

Round and Round the Village . 290 
Round and Round went the Gal- 
lant Ship 170 

Round Ball 401 

Run, Sheep, Run! 170 

Russian Hole Ball 401 

Saddle the Nag 171 

Sardines 172 

Scat 234 

Schoolroom Captain Ball . . . 353 

Schoolroom Dodgeball .... 369 

Schoolroom Tag 172 

Schoolroom Volley Ball . . . 402 

Seeking for Gold 234 

Shadow Tag 173 

Shakespearean Romance, A . . 235 

Shuttle Relay 173 



PAGE 

Siege 174 

Simon Says 235 

Singing Games 259 

Single Relay Race 175 

Sketches 236 

Skin the Goat 176 

Skipaway {see Slap Jack) 

Skyte the Bob 177 

Slap Catch 178 

Slap Jack 178 

Sling Shot {see Jump the Shot) 

SHpper Slap 179 

Smuggling the Geg 180 

Snail 292 

Snow Gaines : 

Fox Trail, Double Rim . . 93 

Fox Trail, Single Rim ... 95 

Snow Dart 181 

Snow Snake 182 

Spanish Fly 182 

Spans 183 

Spin the Platter 183 

{See also My Lady's Toilet) 

Spooning i?>^ 

Spud 404 

Square Ball 404 

Squat Tag {see Stoop Tag) 

Squirrel and Nut 184 

Squirrel in Trees 185 

Stage Coach 185 

Stake Guard 186 

Stealing Sricks .188 

Step 188 

Still Pond, No More Moving . . 189 

Stone 190 

Stool Ball 406 

Stoop Tag 190 

Straddle Club {see Stride Ball) 

Stride Ball 407 

Sun Dial 190 

Tag 191-192 

Tag Games : 

Cross Tag 75 

Fence Tag 85 

French Tag 96 

Hang Tag 101 

Home Tag 106 

Japanese Tag 116 

Maze Tag 131 

Old Man Tag 142 

Partner Tag 145 

Schoolroom Tag . . . . 172 

Shadow Tag 173 

Stoop (or Squat) Tag . . . 190 

Tag 10? 

Tag the Wall Relay ... 192 

Whip Tag 206 



«6 



Alphabetical Index 



Tag the Wall Relay 192 

Target Toss 315 

Teach, How to teach Games . . 27 

Teacher and Class 316 

Ten Steps 193 

Ten Trips 408 

Tether Ball 409 

Thimble Ring 194 

Third Man 194 

{See also Three Deep and Last 
Man) 

Third Slap 195 

Three Deep 196 

Three Holes 411 

Tidbits Farmer 237 

Tip, Tap, Toe 237 

To the Teacher of Games ... 26 

Tommy Tiddler's Ground . . . 197 

Toss Ball 412 

Toss-up 40 

Tossing Wands 198 

Trades ......... 199 

Tree Ball 413 

Tree Party 199 

Triple Change 200 

Tugs of War (see Catch and Pull 
Tug of War and Wand Tug of 
War; also Contests for Two, un- 
der "Feats and Forfeits") 

Under the Cuckoo's Nest . . . 201 

Up, Jenkins ! 239 

(For the schoolroom, see Hands 
Up, Hands Down) 



Vaulting Relay 317 

Vaulting Seats 202 

Volley Ball 413 

{See also Schoolroom Volley 
Ball) 

Wall Ball Drill 416 

Wand Race 202 

Wand Tug of War 203 



War 



417 



Water Sprite 203 

Weathercock 204 

Wee Bologna Man, The . . . 204 

What is my Thought Like? . . 240 

Whip Tag 205 

Who goes round my Stone Wall? 206 
Widower {see Last Couple Out) 

Wink 207 

Wolf 208 

Woodland Lovers 241 

Wood Tag 209 

Wrestling {see Contests for Two 
under "Feats and Forfeits") 

Yards Off 211 



Zigzag Games . . 

Circle Zigzag . . 
Line Zigzag — I . 
Line Zigzag — II 
Line Zigzag — III 
Zigzag Overhead Toss 
Zoo, The 



419 
419 
421 
422 
423 
424 
242 



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